Centralized remote server automated table gaming apparatuses and methods

ABSTRACT

Systems and methods for playing live casino games. The systems have changeable displays which portray virtual playing cards or symbols to live participants. Shuffling, cutting, dealing and return of playing cards are accomplished using data processing functions within an electronic game processor or processors which enable these functions to be performed quickly and without manual manipulation of playing cards. The invention allows casinos to speed play and reduce the risk of cheating while maintaining the attractive ambiance of a live table game. The systems can also be multi-user slot machines using the processor to associate or assign one or more symbols either with the virtual playing cards or as slot symbols in participant subsets. The participant subsets are compared to a predetermined list so that payoffs can be awarded on the basis of winning symbols or combinations of symbols.

CROSS-REFERENCE TO RELATED APPLICATIONS

This is a continuation of co-pending application Ser. No. 10/722,355which was a continuation of Ser. No. 09/730,705 (U.S. Pat. No.6,651,985) which was a continuation of Ser. No. 09/159,813 (abandoned)which was a continuation-in-part of Ser. No. 09/041,373 (abandoned)which was a continuation-in-part of Ser. No. 09/041,373 (U.S. Pat. No.6,165,069). Priority under Section 120 is claimed.

TECHNICAL FIELD

The field of this invention is apparatus and methods for playing livetable playing card games; namely, games which use playing cards and areplayed at a casino, cardroom, residential or other gaming table withlive human participants.

BACKGROUND OF THE INVENTION

In the gaming industry there is a significant volume of gambling whichoccurs at live table games which use playing cards. Exemplary live tablegames include blackjack, poker, baccarat, and others. There is also anumber of proprietary or specialty live table card games which havedeveloped, such as pai-gow poker, Let-It-Ride™, Caribbean Stud™ andothers. These and many other games all involve play using playing cards.The use of playing cards has a number of associated limitations anddisadvantages which have long plagued the casino industry. Some of theseare of general concern to all or most playing card games. Others areproblems associated with the use of playing cards in particular games.Some of the principal concerns and problems are discussed below.

The use of playing cards at live table games typically involves severaloperational requirements which are time-consuming. These operations areconveniently described as collecting, shuffling and dealing of thecards. In many card games there is also a step of cutting the deck afterit has been shuffled.

In the collecting operation, a dealer typically collects the cards justplayed at the end of a hand of play. This is done in preparation forplaying the next hand of cards. The cards are best collected so all arein a face-down or face-up condition. The cards also are typicallystraightened into a stack with the long sides and short sides aligned.These manipulations take time and are not typically appreciated byeither the dealer or players as enhancing the play and entertainmentvalue of the game.

In many games the cards collected at the end of the hand are depositedin a discard rack which collects the played cards until the time a newstack is obtained or the stack is shuffled. In some games the cards areimmediately shuffled into the stack either manually or using a shufflingmachine. More typically, the cards are collected and then shuffling isperformed later by the dealer.

When shuffling is needed, it involves a break in the action of the tablegame and consumes a significant amount of time. Shuffling is also themost time consuming operation in preparing for the next hand. Thus,shuffling is of substantial financial significance to the casinoindustry because it requires significant time and reduces the number ofhands which can be played per hour or other period of time. The earningsof casinos is primarily dependent upon the total number of hands played.This is true because the casino on average wins a certain percent of theamounts wagered, and many or most casinos are open on a 24-hour basis.Thus, earnings are limited by the number of hands that can be played perhour. In light of this there has been a significant and keen interest bycasino owners to develop practices which allow more games to be playedin a given amount of time. Accomplishing this without detracting fromthe players enjoyment and desire to play the game is a challenging andlongstanding issue with casino owners and consultants in the gamingindustry.

An additional consideration in the casino industry is the costsassociated with shuffling machines. Shuffling machines currentlyavailable hove costs in the thousands of dollars. Such machines savetime in performing the shuffling process, but still require time toload, operate and unload. These factors reduce the savings associatedwith reduced shuffling time and effort. Further reductions in the costsand time associated with shuffling of cards is still desired.

The amount of time consumed by collecting, shuffling and dealing is alsoof significance in private card games because it also delays action andrequires some special effort to perform. In private games there is alsosome added complexity due to card players remembering or figuring outwho previously dealt and who should now shuffle and re-deal the cards asneeded.

In addition to the time delay and added activity needed to collect,shuffle and deal cards, there is typically some time devoted to cuttingthe deck of cards which hove been shuffled and which are soon to bedealt. This traditional maneuver helps to reduce the risk that thedealer who has shuffled the cards may have done so in a way that stocksthe deck in an ordered fashion which may favor the dealer or someoneelse playing the game. Although cutting the deck does not require alarge amount of time, it does take some time. The amount of time spenton cutting reduces the frequency at which hands of the card game can beplayed.

The above and related considerations clearly demonstrate that asubstantial amount of time is consumed by collecting, shuffling, cuttingand dealing playing cards. The casino industry has long felt the desireto reduce the time spent and increase play of live table games.

In the gaming industry there is also a very significant amount of timeand effort devoted to security issues which relate to play of the casinogames. Part of the security concerns stem from frequent attempts tocheat during play of the games. Attempts to cheat ore made by players,dealers, or more significantly by dealers and players in collusion. Thischeating seeks to affect the outcome of the game in a way which favorsthe dealer or players who are working together. The amount of cheatingin card games is significant to the casino industry and constitutes amajor security problem which has large associated losses. The costs ofefforts to deter or prevent cheating are very large and made on a doilybasis.

Many of the attempts to cheat in the play of live table card gamesinvolve some aspect of dealer manipulation of cards during collection,shuffling, cutting or dealing of cards. Thus, there is a need formethods and apparatuses which can be used in the play of live table cardgames which reduces the ability of the dealer and/or players to cheat bymanipulation of playing cards. Of greatest concern are schemes wherebythe deck is stacked and the stacked deck is used to the collusiveplayer's advantage. Stacked decks represent huge potential losses sincethe player is aware of the cards which will be played before play occursand can optimize winnings by increasing bets for winning hands anddecreasing bets for losing hands.

Casinos have recognized that their efforts to reduce cheating would beimproved if the casino had comprehensive information on the cards whichhave been played, the amounts bet, the players and dealers involved andother information about actions which have taken place at the cardtables. This is of particular importance in assessing the use of stackeddecks. It is also important where card tracking is occurring. Additionalexplanation about card tracking is discussed below. The informationdesired by the casinos includes knowing the sequence and exact cardsbeing dealt.

Some attempts have been made to record card game action. The bestcurrent technology involves cameras which are mounted above the tablesto record the action of the card games. This approach is disadvantagedby the fact that not all cards dealt are easily known from a cameraposition above the table because some or all of the cards are not dealtface-up, or are hidden by overlying cards. Although many blackjack gamesare sufficiently revealing to later determine the order of dealt cards,others are not. Other card games, such as poker, have hands which arenot revealed. The covered cards of the players do not allow the order ofdealt cards to be ascertained from an above-table camera.

Even where above-table cameras are used, their use may not be effective.Such cameras may require time-consuming and tedious human analysis to goover the video tapes or other recordings of table action. This humanstudy may be needed just to ascertain the sequence of cards dealt or todetermine the amount of betting. Such human analysis is costly andcannot economically be used to routinely monitor all action in a casinocardroom. It is also required because there is no current way for easilyascertaining whether the dealer or player won the hand, such as in ablackjack game. It is typically not possible to discern the indicianumber or letter presented in the corner of the playing card when viewedin a recorded video tape. Counting the individual pips in the centerfield of the playing cards can be done; however, it cannot be done inall situations with the desired reliability. This is true because cardsmay be partly or totally covered by another overlying card contained inthe same hand, leading to missing information or mistakeninterpretations.

For the above reasons, the video camera monitoring techniques have onlyfound very limited effectiveness as a routine approach for identifyingcheating. There has also been relatively limited use as a seriousanalytical tool because of the difficulty of analysis. Such camerasurveillance techniques are also of only limited effectiveness as adeterrent because many of the people involved with cheating have aworking knowledge of their limitations and utilize approaches which arenot easily detectible by such systems.

Another use of video camera monitoring and recording has been made inthe context of analyzing card table action after someone has become asuspect. The tape recordings serve as evidence to prove the cheatingscheme. However, in the past, this has generally required other evidenceto initially reveal the cheating so that careful analysis can beperformed. More routine and general screening to detect cheating hasremained a difficult and continuing problem for casinos.

Another approach to reducing security problems utilizes card shoeshaving card detection capability. Card shoes hold a stack of cardscontaining typically from one to six decks of cards. The cards are heldin the card shoe in preparation for dealing and to secure the deckwithin a device which restricts access to the cards and helps preventcard manipulations. Card shoes can be fit with optical or magneticsensors which detect the cards as they are being dealt. Some of theproblems of security analysis using above-table cameras is reduced whenthe sequence of cards dealt can be directly determined at the card shoeusing optical or magnetic sensors.

One advantage of such card shoes is that the card sequence informationcan be collected in a machine readable format by sensing the specificnature (suit and count) of each card as they are dealt out of the cardshoe. However, most such card shoes have special requirements for thecards being used. Such cards must carry magnetic coding or arespecifically adapted for optical reading. This increases the cost of thecards and may not fully resolve the problems and difficulties inobtaining accurate information concerning sequence information.

The automated data collecting card shoes also do not have an inherentmeans for collecting data on the assignment of the card to a particularplayer or the dealer. They further do not collect data on the amountsbet. These factors thus require some other manual or partially automateddata collection system to be used, or require that time-consuming humananalysis be performed using video tapes as explained above.

An additional issue which has continued to be a concern in the casinoindustry relates to the use of automated shuffling machines. Priorautomated shuffling machines have not demonstrated a sufficient abilityto thwart highly skilled gamblers. Such gamblers have demonstrated anability either by human intellect and training, or with the aid ofcomputers, to determine information about the decks being dealt. Thisinformation is typically derived from information collected concerningthe preceding hand or hands of play. Armed with such information, theskilled gamblers track a specific sequence or multiple sequences orgroupings of cards within a deck or large stack. Tracking is often donefor a group of cards forming part of a stack rather than an entirestack. These techniques in card tracking can significantly shift theadvantage from the casino to a skilled gambler. Prior card shufflingmachines all show a weakness in that skilled gamblers can observeoperation of the machines and in many situations make predictions whichserve as a means for card tracking.

The use in blackjack of numerous card decks, such as six decks, has beenone strategy directed at minimizing the risk of card tracking. Suchtracking should be contrasted with card counting strategies which aretypically less accurate and do not pose as substantial a risk of loss tothe casino. Use of numerous card decks in a stack along with proper cutcard placement can also reduce the risk of effective card counting.However, it has been found that multiple decks are not sufficient toovercome the skilled gambler's ability to track cards and turn theadvantage against the house.

Card tracking can be thought of as being of two types. Sequential cardtracking involves determination of the specific ordering of the carddeck or decks being dealt. This can be determined or closely estimatedfor runs of cards, sequences of cards forming a portion or portions of astack. Sequential card tracking can be devastating to a casino since aplayer taking advantage of such information can bet large in a winningsituation and change the odds in favor of the player and against thecasino.

Slug tracking involves determining runs of the deck or stack which showa higher frequency of certain important cards. For example, in the playof blackjack there are a relatively large number of 10-count cards.These 10-count cards are significant producing winning blackjack handsor 20-count hands which are also frequently winning hands. Gamblers whoare proficient in tracking slugs containing large numbers of 10-countcards can gain an advantage over the house and win in blackjack.

There is also a long-standing problem in the play of blackjack whichconcerns the situation when the dealer receives a blackjack hand in theinitial two cards dealt. If the dealer has a 10-count card or ace as theupcard, then it is possible for the dealer to have a blackjack. If thedealer does have a blackjack, then there is no reason to play the handout since the outcome of the hand is already determined without furtherdealing. If the hand is fully played out, and the dealer then revealsthat the dealer has received a blackjack hand, then a significant amountof time has been wasted. It also causes players to often be upset when ahand is played out to no avail.

In many casinos the waste of time associated with playing out hands witha winning dealer blackjack has lead to various approaches which attemptto end the hand after the initial deal. Some of these allow the dealerto look at the down card to make a determination whether a blackjackhand has been dealt to the dealer. This looking is commonly called“peeking” and is an operation which has been the source of numerouscheating schemes involving dealers and players who work in collusion.

In such cheating associated with peeking at the down card, the dealercheats in collaboration with an accomplice-player. This cheating isfrequently accomplished when the dealer signals the accomplice using eyemovements, hand movements or other signals. If a dealer does not peek,then he does not know the value of his hand until after the players havecompleted their ploy. If the dealer does peek, then he con use such eyemovements, hand movements or other techniques to convey instructions tohis accomplice-player. These signals tell the accomplice what hand thedealer has been dealt. With this knowledge of the dealer's hand, theaccomplice has improved odds of winning and this can be sufficient toturn the long-term odds in favor of the accomplice-player and againstthe casino.

Because of this potential for cheating, peeking as a normal procedure inthe play of blackjack has been viewed with disfavor by many casinos.Some casinos which have experienced losses due to such cheating haveeliminated the peeking procedure and decided to instead incur the wasteof time and problems associated with playing out the hand of cards.

There has also been a substantial number of apparatuses devised tofacilitate the peeking procedure or render it less subject to abuse.Such peeking devices are intended to allow determination of whether thedealer has received a blackjack hand; however, this is done withoutrevealing to the dealer what the down cord is unless it makes ablackjack. Some of these devices require a special table with a peekingdevice installed in the table. Others allow the down cord to be reviewedusing a table top device in which the card is inserted. These systemsand others involve the use of special playing cards. These devices andmethods generally add greater costs and slow the ploy of the game. Theslowed play often occurs to such a degree that it offsets the originalpurpose of saving the time associated with playing out possible dealerblackjack hands. The prior attempts have often ended up unacceptable andare removed. This problem has nagged the casino industry for many yearsand a fully acceptable solution has never been found.

Another notable problem suffered by live table games is the intimidationwhich many novice or less experienced players feel when playing suchgames. Surveys have indicated that many new or less experienced peoplewho come to a casino are inclined to play slot machines and video cardgames. These people feel intimidation at a live table game because suchgames require quick thinking and decision making while other people arewatching and waiting. This intimidation factor reduces participation intable games.

The intimidation factor experienced by many in connection with livetable games has had a very significant effect on casinos and the gamesoffered in the casinos. About 20 years ago, live table games constitutedapproximately two-thirds of the casino business, with slot machinesbeing the remaining one-third. Now it is just the opposite, withtwo-thirds of the business being in slot machines and similar singleperson gaming machines while live table games constitute only one-thirdof the business. Since betting at live table games is generally larger,this development is something of a disadvantage to the casinos ascompared to the same persons participating in a live table game. Effortsto stem or reverse this trend using specialty table games with differentplay and larger jackpots hove not been effective or of only temporarybeneficial effect. Some of the efforts hove produced fads or othertemporary increases in interest levels but the overall effect has nothad a long-term benefit. Thus, there is a need for improved live tablegames which reduce the intimidation factor and enhance the ease withwhich a player adopts play of such games. There is also need for livetable games which provide satisfaction to those who play, such thatrepeat participation is improved.

A further issue which has developed in the casino business is thepublic's increasing interest in participating in games which have a verylarge potential payoff. This may be in part be a result of the largeamount of publicity surrounding the state operated lotteries. News ofhuge payoffs is read with keen interest and creates expectations thatgaming establishments should provide games with large jackpots. Oneapproach has been the networked or progressive slot machines that use acentralized pool of funds contributed by numerous players. These slotmachine systems are relatively more costly to purchase and operate. Formany gamblers, this approach is not particularly attractive. This lackof attractiveness may be due to the impersonal and solitary nature ofplaying slot machines. It may alternatively be for other reasons.Whatever the reason, the public is clearly interested in participatingin games which can offer potential jackpots which are very large. Tablecard games have not been able to satisfactorily address this interest.The continued diminishment in the percent of people who play live tablegames indicates the need for more attractive games and game systemswhich address to public's interests.

A further problem associated with live table cord games are the costsassociated with purchasing, handling and disposal of paper and plasticplaying cards. Casinos pay relatively favorable prices for card decks,but the decks roughly cost about $1 per deck at this time. Each casinouses decks for a very limited period of time, typically only one shift,and almost always less than one day. After this relatively brief life inthe limelight, the decks are disposed of in a suitable manner. In somecases they can be sold as souvenirs. This is done after the cards arespecially marked or portions are punched out to show they hove beendecommissioned from a casino. This special marking allows the cords tobe sold as souvenirs while reducing the risk that they will later beused at the card tables in a cheating scheme which involves slipping awinning card into play at an appropriate point. In other cases theplaying cards are simply destroyed or recycled to eliminate this lostrisk. In any case, the cost of playing cards for a casino is significantand can easily run in the hundreds of thousands of dollars per year.

In addition to the above problems, there are also a significant costassociated with handling and storing the new and worn playing cards.Sizable rooms contained in the casino complexes are needed just to storethe cards as they are coming and going. Thus, the high costs of casinofacilities further exacerbates the costs associated with paper andplastic playing cards.

These and other considerations have been partially or fully addressed bythe current invention which is described more fully below. Additionalbenefits and advantages of the current invention will be given in thefollowing description, or will be apparent from the nature of theinvention.

BRIEF DESCRIPTION OF THE DRAWINGS

Preferred embodiments of the invention are described below withreference to the accompanying drawings, which are briefly describedbelow.

FIG. 1 is a perspective view showing a gaming table fitted with apreferred system according to the current invention.

FIG. 2 is a top view of the gaming table and system shown in FIG. 1.

FIG. 3 is a sectional view showing portions of the gaming table andsystem of FIG. 1.

FIG. 4 is a top view showing the presentation unit of FIG. 1 shown inisolation.

FIG. 5 is a perspective view of a preferred dealing shoe module forminga part of the preferred system of FIG. 1.

FIG. 6 is an enlarged top view showing in isolation a dealer displaywhich forms part of the preferred presentation unit shown in FIG. 4.

FIGS. 7-22 are enlarged top views showing portions of a single playerstation with a display which forms part of the preferred presentationunit shown in FIG. 4. Each of FIGS. 7-22 show a different stage in asequence of display images as a hand of cards is played.

FIGS. 23-25 are schematic diagrams showing a preferred electronic systemforming part of the system of FIG. 1.

FIGS. 26-37 are operational flow diagrams showing significant steps inthe logical processes employed for data processing functions carried outby the preferred system of FIG. 1.

FIG. 38 is a top view of an alternative betting chip used with a systemsimilar to the system of FIG. 1.

FIG. 39 is an enlarged sectional view of the betting chip shown in FIG.38 as taken along line 39-39.

FIG. 40 is top or plan view of a further preferred gaming systemaccording to the invention.

FIG. 41 is a top view of a portion of the gaming system pictured in FIG.40.

FIG. 42 is a top view of the base plate portion of FIG. 41 withadditional components mounted thereon which form additional parts of thesystem of FIG. 40.

FIG. 43 is a top view of the presentation unit shown in FIG. 40 inisolation.

FIG. 44 is a sectional view taken along line 44-44 of FIG. 40.

FIG. 45 is a top or plan view in isolation of an alternative dealingshoe and control unit forming part of the system of FIG. 40.

FIG. 46 is a sectional view token along line 46-46 of FIG. 45.

FIG. 47 is a first flow diagram showing a portion of a main operationalflow scheme which is employed in the gaming system of FIG. 40.

FIG. 48 is a second flow diagram showing another portion of the mainoperational flow scheme which is employed in the gaming system of FIG.40.

FIG. 49 is a third flow diagram showing another portion of the mainoperational flow scheme which is employed in the gaming system of FIG.40.

FIG. 50 is a fourth flow diagram showing a two card play sequenceportion used in the operational flow scheme employed in the gamingsystem of FIG. 40.

FIG. 51 is a fifth flow diagram showing a dealer play sequence portionused in the operational flow scheme employed in the gaming system ofFIG. 40.

FIG. 52 is a perspective view of a further alternative embodiment gamesystem according to the invention.

FIG. 53 is an enlarged front elevational view showing an ancillartydisplay portion forming a part of the system of FIG. 52.

FIG. 54 is an enlarged top view showing portions of a single playerstation with a display which forms part of the preferred presentationunit shown in FIG. 52.

FIG. 55 is a top view showing on alternative presentation unit accordingto the inventions shown in isolation.

FIG. 56 is an enlarged top view showing one display image used toattract potential players to the presentation unit of FIG. 55.

FIG. 57 is an enlarged top view showing a portion of the presentationunit of FIG. 55. FIG. 57 shows a display image which indicates a playerhas started play by placing a betting chip.

FIG. 58 is an enlarged top view showing a portion of the player stationshown in FIG. 57 in the same stage of game play.

FIG. 59 is an enlarged top view similar to FIG. 58 in a stage of gameplay thereafter. One symbol card has been assigned and the card back isdisplayed.

FIG. 60 is an enlarged top view similar to FIG. 59 in a stage of gameplay thereafter. The displayed image includes the back of a secondassigned symbol card. The first symbol card image is as if the symbolcard has been turned over to reveal the image of the assigned symbol.

FIG. 61 is an enlarged top view similar to FIG. 60 with the secondsymbol card image as if the symbol card has been turned aver to revealthe symbol image.

FIG. 62 is an enlarged top view showing game play subsequent to FIG. 61.A third symbol card image is included showing the card back. Also shownis a fourth of bonus symbol card image, also showing the card back.

FIG. 63 is an enlarged top view of the player station shown in FIG. 62in a subsequent stage of game ploy. The third symbol card image has beenchanged to depict the face of the card and show the associated symbol.

FIG. 64 is an enlarged top view of the player station shown in FIG. 63in a subsequent stage of game play. The player display depicts a fourthsymbol card image or bonus card which has been assigned to the player.

FIG. 65 is an enlarged top view of the player station display similar toFIG. 64 at a subsequent stage of game play. The image showstransposition of the bonus card symbol into the payline display becausesuch a transposition awards the player a larger winning payoff.

FIG. 66 is an enlarged top view of an alternative player display in lieuof the display shown in FIG. 65. The display shown in FIG. 66illustrates how a player station display would look if the player didnot place a bonus card ante.

FIG. 67 is another enlarged top view of a further alternative playerdisplay in lieu of the displays shown in FIGS. 65 and 66. In thisalternative the bonus card has a symbol which does not lead to a payoffand the associated display messages are illustrated.

FIG. 68 is a schematic legend view showing the relationship betweenFIGS. 69 and 70.

FIGS. 69 and 70 are schematic block diagrams showing the logicalsequence which the game controller and game play progresses during theprocess of playing the game.

FIG. 71 is a top view showing a dealing control module used with thepresentation unit of FIG. 55.

FIG. 72 is an enlarged top view showing the dealer display portion ofthe presentation unit of FIG. 55. The dealer display is shown displayinga first dealer display image.

FIG. 73 is an enlarged top view showing the dealer display of FIG. 72displaying a second dealer display image subsequent in game play to thefirst dealer display image.

FIG. 74 is an enlarged top view showing the dealer display of FIG. 73displaying a third dealer display image subsequent in game play to thesecond dealer display image.

SUMMARY OF SOME ASPECTS AND FEATURES OF THE INVENTION

The invention inventions described herein include a number of aspects orfeatures which are in part summarized below. The novelty of theinvention is believed to reside in having one or more of the aspects orfeatures either alone or in combination with additional aspects orfeatures. The novel and inventive aspects of the invention may furtherreside in combinations of the summarized features along with additionaldetails thereof presented in additional description given in thisdocument, such as in the detailed description of the preferredembodiment or in the claims.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

This disclosure of the invention is submitted in furtherance of theconstitutional purposes of the U.S. Patent Laws “to promote the progressof science and useful arts” (Article 1, Section 8).

Gaming Table and System General Layout

FIG. 1 shows a gaming table 50 which is shown adapted and provided witha preferred system for playing live card games built in accordance withthe invention. Gaming table 50 can be of a variety of commonconstructions. As shown, table 50 includes a table support trestle 51having legs 52 which contact an underlying floor to support the gamingtable thereon. The gaming table has a table top 53 and perimeter pad 54which extends fully about a semicircular portion of the table periphery.The straight, back portion of the periphery is used by the dealer 56 andcan be partly or wholly padded as may vary with the particular tablechosen.

A playing surface 55 is provided upon the upwardly facing surface oftable top 53 upon which participants of the card game play. A pluralityof players (not shown) sit or stand along the semicircular portion andplay a desired card game, such as the popular casino card game ofblackjack. Other card games are alternatively possible, although thesystem described herein is specifically adapted for playing casinoblackjack.

The gaming table 50 also advantageously includes a betting chip rock 59which allows the dealer to conveniently store betting chips used by thedealer in playing the game. A money drop slot 57 is further included toallow the dealer to easily deposit paper money bills thereinto whenplayers purchase betting chips.

Table 50 can support a system, or form a part of a system for playinglive card games which is constructed according to the present invention.The card game system 60 described herein is a retrofit system which hasbeen added to table 50. Such retrofit system includes a presentationunit 100 which displays images which depict the cards and card handsbeing played along with additional information used in the play of thecard game. The presentation unit will be explained more fully below.

The system also preferably includes a dealer control which is preferablyprovided in the form of a simulated dealing shoe 80 upon which livedealer 56 can rest his hand and use control keys to provide controlcommands as will be detailed below. Dealing shoe 80 also advantageouslyincludes a dealer control or dealing shoe display. In the preferred formof the invention the shoe display is subdivided into two differentsections, one forms a first shoe display or stack display which is avideo display which simulates the stack of cards from which the dealeris dealing cards. The other section of the shoe display forms a secondshoe display used to simulate cards moving from the shoe. This seconddisplay section can also show the back of a traditional card, the nameof the casino, or other desired information.

FIG. 3 shows that system 60 further includes at least one gameprocessor, such as game processor 90. Game processor 90 includes a mainmodule 92 which can advantageously be mounted beneath table top 53, suchas by using a game processor support casing or housing 91. The housingcan be directly connected to the underside of the table top usingfasteners (not shown). The bottom panel of housing 91 is advantageouslyprovided with a bottom access door 95 which is hinged and locked with akey lock (not shown) for security purposes. The controller main module92 also is advantageously provided with a main power switch 96 whichcontrols supply of power to an internal power supply. Electrical poweris supplied to the module using a typical power cord. The maincontroller module 92 can further be provided with a second access door(not shown) which is also secured by a key lock to control access to aserial port and auxiliary keyboard port described below with regard tothe electronics.

The game processor or processors 90 are connected with the dealing shoe80 and presentation unit 100 using suitable connection cables 93. In thepreferred construction there are fourteen data cables running betweenthe module 92 and the present unit 100 to control operation of the sevendisplays used in the presentation unit. There are also two data cablesrunning between the dealing shoe module 80 and main controller module92.

Presentation Unit—Generally

Gaming table 50 has been fitted with a presentation unit 100 which issupported thereon. The presentation unit or units are preferablysupported upon the upper or playing surface 55 of the gaming table. Thisallows the system to be easily installed upon a variety of differinggaming tables without extensive modifications being performed.Alternatively, the presentation unit can otherwise be mounted upon thegaming table in a manner which allows participants to view one or moreof the displays which form a part of the presentation unit.

In the preferred construction shown, there is one presentation unit 100which is adapted for use by a single live dealer 56 and six live players(not shown) who are in live attendance and positioned about the gamingtable. FIGS. 2-4 show in greater detail the preferred form of thepresentation unit. The unit includes an outer shell or housing 101 whichcan be advantageously be made from a transparent polycarbonate plasticso that the displays 102 and 103 can be viewed through the upper housingpart without including special windows. The perimeter of the upperhousing semicircular section which has a semicircular periphery segment104. The semicircular periphery and associated player section of thepresentation unit are along a player side of the unit. The opposingdealer side of the presentation unit can be of various shapes. As shown,it includes a back periphery segment 106 which has a central portionwhich is relatively straight and is designed to allow placement of thepresentation unit near to the betting chip rack 59.

Presentation Unit Participant Displays

Presentation unit 100 includes a number of visual displays, hereintermed participant video displays, which are capable of displayingchangeable display images. The participant display images are intendedto display virtual playing cards and other information used in the playof the card game. FIGS. 2 and 4 show presentation unit 100 with a singledealer display 102 and six player displays 103. Displays 102 and 103 areadvantageously liquid crystal matrix displays having color capabilityand integrated backlights for added viewing ease and clarity. Suchdisplays are used in recent notebook computers and are commerciallyavailable in a variety of types and sizes from several manufacturers.The exact nature and size of the display can vary and alternative typesof displays and future display technologies will likely serve theintended purposes for participant video displays 102 and 103.

The dealer display 102 is advantageously centered along a centralcenterline 110 to allow easy viewing by both the dealer and players. Thearea of the presentation unit including and adjacent to dealer display102 is the dealer section of the presentation unit.

Player displays 103 are preferably arranged in an arcuate array forminga segment of an annular bond across the upper face of the presentationunit. Each display is centered upon a radial display centerline 111.This arrangement complements the semicircular player side of thepresentation unit and the adjacent semicircular player side of thegaming table. In this arrangement the player displays are adjacent andopposite to each player seating position. In the preferred constructionshown having six player positions, the displays are centered upon theplayer display centerlines at angularly spaced positions of about 20-30°of a more preferably about 25° of arc. Varying the number of playerpositions and table configuration will allow or require varying aspacings to be used. This angular spacing arrangement facilitates easyviewing by the player who is viewing the virtual cards from his or herdisplay. It also allows the dealer to have easy view from across thegaming table.

The player displays 103 are also advantageously presented in an upwardlyfacing orientation and contained in a single plane or approximately asingle plane, to facilitate easy viewing by other players from aroundthe table. Although this arrangement and capability are not essential,they increase viewing and interest of the nonparticipating players as aparticular player's hand is being played out between the active playerand dealer. This helps to maintain the ambiance of a live table game,enables skilled players to keep track of cards played, and overcomessome of the deficiencies of most video card games. Such games inparticular lack significant interest to other people as the hand isbeing played out between a computer and a single player.

Presentation Unit Betting Chip Detectors

FIGS. 2 and 4 show that each player station also advantageously includesa betting chip detection zone 120. Betting chip detection zones 120 arezones into which a player must position a betting chip 160 to beconsidered a participant in the game being played.

The preferred presentation unit includes betting chip sensors 121 whichare immediately below or otherwise adjacent to zones 120. Sensors 121can be selected from several different types of sensors. One suitabletype is a weigh cell which senses the presence of a betting chip thereonso that the game processor knows at the start of a hand, that a playeris participating in the next hand being played. A variety of weigh cellscan be used.

Another suitable type of sensor 121 includes optical sensors. Suchoptical sensors can be photosensitive detectors which use changes in thesensed level of light striking the detectors. In a preferred systemaccording to this invention, sensor 121 uses ambient light which beamsfrom area lighting of the casino or other room in which it is placed.When a typical betting chip 160 is placed in detection zone 120, theamount of light striking the detector 121 located beneath the zone ismeasurably diminished by the opaque betting chip. The detector conveys asuitable electrical signal which indicates that a betting chip has beenplaced within the detection zone 120. A variety of other alternativedetectors can also be used.

A further type of preferred betting chip sensor is one which can detectcoding included on or in the betting chips to ascertain the value of thebetting chip or chips being placed by the players into detection zones120. A preferred form of this type of sensor or detector 121 is used todetect an integrated circuit based radio frequency identification unitwhich is included in or on the betting chips. The most preferred sensorsare sometimes referred to as radio frequency identification detection orread-write stations.

FIGS. 38 and 39 show an alternative betting chip 164 which can be usedwith an alternative card game system similar to system 60. The bettingchips 164 are used in lieu of normal betting chips 160. Each bettingchip 164 includes a radio frequency identification transponder 161 whichis connected to the betting chip 160. In the preferred constructionshown, the transponder 161 is sandwiched between a first betting chippart 162 and a second betting chip part 163. The parts 162 and 163 canadvantageously be made from a formed paper or plastic material and thenadhered or otherwise secured together to enclose the transponder andprovide protection for the transponder during use. Alternatively, thetransponder can be molded within the betting chip, or otherwiseconnected thereto, such as by using adhesives to an outer surface of thebetting chip.

One type of integrated circuit radio frequency identificationtransponder is available from Texas Instruments and is sold under thetrademarks TIRIS TAG-IT. This transponder is available in a very thinwafer shape, and can be laminated between paper and plastic to form thetransponding betting chip 164.

When betting chips 164 are used, the betting chip detection sensor 121will be a radio frequency interrogator detection unit which sends out aquery signal and receives a detectable response from the betting chiptransponder 161. The transponder can be either powered or unpowered,depending upon the specific vendor chosen and the associated sensortechnology and detection device used with that type of sensor. In thecase of one suitable type of transponder, explained above from TexasInstruments, this same vendor has associated detection systems which canread data from the transponders. Also available are detection systemswhich can both read data from the transponder and write data onto thetransponders. This vendor or other vendors may provide suitabledetection and sensing subsystems which can be employed to not only readand write data thereto, but also provide confirmatory identificationcodes which deter counterfeiting of the gaming chips or provideadditional data processing capabilities.

It is still further possible for other alternative sensors to be usedinstead of the sensors 121 described above. Such alternative sensors maywork with typical betting chips or other types of betting chips. Suchsensor can provide identification circuits or other identification orvalue-coding inserts or appliques which can be included in or on thebetting chips to provide value information, serial number information,and any other desired information.

FIGS. 2 and 3 further show that the preferred presentation unit includesinsurance bet detection zones 130 which have associated insurance betsensors 131. The insurance bet sensors can be of various types andconstructions as explained above in connection with the general bettingdetection zones 120 and bet sensors 121. The insurance bet detectionzones 130 are used by players to place an insurance bet during play ofthe card game blackjack. An insurance bet is placed as desired by theplayers upon the occurrence of the dealer receiving an ace as thedealer's upcard. If the dealer's down card is a ten-count card, then thedealer has blackjack and the player placing an insurance bet does notlose his original bet or insurance bet. If the dealer's down card doesnot make blackjack, then the insurance bet is lost to the dealer andplay continues in the normal fashion. Dealer Controls and Dealing Shoe

Live card game system 60 also preferably includes a plurality of dealercontrols which are advantageously provided in the form of a simulateddealing shoe 80. The dealer controls can alternatively be provided inthe presentation unit or in other different forms which do notnecessarily require the simulated dealing shoe and other features whichare included therewith.

Dealing shoe 80 is shown in greater detail in FIG. 5. The dealing shoehas a dealing shoe case 84 which forms the outer surface of the dealingshoe. The dealing shoe case is connected to and covers a base plate (notshown) which serves as a structural frame to which case 84 is connectedand upon which other internal components are mounted.

Case 84 has a first display opening or window which allows a firstdealing shoe display 81 to be presented for viewing. The dealing shoealso advantageously includes a second display opening or window whichallows a second dealing shoe display 82 to be presented for viewing. Inthe preferred construction the first and second displays 81 and 82 areprovided by a single liquid crystal panel display. The display has twodifferent portions or sections which are changeable and operated toprovide different images through the display windows. The first displayimage typically shows a simulated stack of cards similar to what appearsin viewing a traditional card stack contained in a manual dealing shoelong used in dealing blackjack. The first display image can also bevaried to allow presentation of programming options which are availablein setting up the system and customizing operational parameters to thedesired settings for a particular casino or cardroom in which the systemis being used.

The second shoe display 82 has a second display image which isadvantageously used to provide a depiction of the back decorative sideof a traditional playing card. This can be used along with someattractive presentation of the casino's name or other desirable image.The second shoe display image can also be moved or otherwise variedduring the period of dealing to give the impression of movement and thussimulate cards being dealt from the shoe to add a touch of additionalrealism. Other display images are also clearly possible and can varyfrom casino to casino as management desires.

The dealer controls on the dealing shoe 80 also preferably include a keyoperated switch 83 which is used to control basic operation of thesystem and for placing the unit into a programming mode. The keyoperated switch can provide two levels of access authorization whichrestricts access by dealers to programming, or additional securityrequirements can be provided in the software which restricts programmingchanges to management personnel.

Programming may be input in several different modes consistent with theinvention. In one form the programming can be provided using a touchscreen display used as display 81 with varying options presented thereonand the programming personnel can set various operational and rulesparameters, such as: the shuffle mode, number of decks of cards used inthe virtual card stack, options with regard to the portion of the stackwhich is used before the stack is cut, limits on the amounts which canbe bet at a particular table, whether splits are accepted for play andto what degree, options concerning doubling down plays, whether thedealer hits or stands on soft 17, and other rules can be made variabledependent upon the particular form of the system programming used in thesystem. It is alternatively, and more preferable to simply use thecontrol keys 85-89 instead of a touch screen display in some forms ofthe invention to allow various menu options to be displayed andprogramming options to be selected using the control keys. Still furtherit is possible to attach an auxiliary keyboard (not shown) to thedealing shoe through a keyboard connection port 186 (see FIG. 24). Theauxiliary keyboard can then be used to more easily program the system,or be used in maintenance and diagnostic functions.

The dealing shoe also includes a plurality of dealer operationalcontrols provided in the form of dealer control sensors 85-89. Dealercontrol sensors 85-89 are advantageously electrical touch keys. Thedealer control sensors are used by the dealer to indicate that desiredcontrol functions should take place or further proceed. For example,sensor 85 can be used to implement a player's decision to split his twosimilar cards and play them as two separate or split hands. Sensor 86can be used to implement a player's decision to double down. Sensor 87can be used to implement a player's decision to stand on the cardsalready dealt or assigned to that player. Sensor 88 can be used to “hit”a player by dealing him another card. Sensor 89 can be used to commandshuffling and dealing of a new hand to the participants. In addition toor lieu of the above assignments, other functions can be attributed toother keys or input sensors of various types. In particular, it isplanned that the above touch keys can be assigned to additionalfunctions, such as in changeable soft key assignments during theprogramming or setup of the system.

Dealer control touch keys 85-89 can be selected from a wide variety ofcommercially available touch keys used to provide electrical controlsignals. Alternatively, the dealer control sensors can be provided inanother form which are touch sensors, or other types of sensors whichallow the dealer to indicate control commands being made or implementedby the dealer. The use of dealer control keys is designed with theobject of minimizing most or all direct player input to the system.Instead, the players are required to provide the dealer with traditionalhand gesture signals and/or oral instructions and then the dealerimplements these instructions using the touch keys or other dealercontrol sensors.

Electronics and Control Processor

The card game system 60 also includes suitable data and controlprocessing subsystem 90. Control and data processor 90 is largelycontained within a main control module 92 supported beneath the tabletop 53 in casing 91 (FIG. 3). Alternatively, the control module can beat some other suitable location. Other portions of the data and controlprocessing subsystem may reside in part or totally within the dealingshoe 80 or presentation unit 100, as convenient in a particularconstruction of the electronics and related components.

FIGS. 23-25 show the electronics and related components used in apreferred form of the invention. The control and processing subsystem 90includes a suitable power supply 181 for converting alternating currentfrom the power main as controlled by main power switch 96 (FIG. 3). Thepower supply transforms the alternating line current to a suitablevoltage and to a direct current supply. Power is supplied to a powerdistribution and sensor electronics control circuit 184. Control circuit184 can be one of several commercially available power switching andcontrol circuits provided in the form of a circuit board which isdetachable, and plugs into a board receptacle of a computer mother board185 or an expansion slot board receptacle.

Power control circuit 184 is connected to a first mode control switch182 and a second mode control switch 183. The first and second modecontrol switches are operated by the key control 83 (FIG. 5) containedon dealer control shoe 80. The first switch controls powering up thesystem once current is supplied to the power supply. The second switchcontrols activation of the programming mode of operation.

FIG. 24 also shows a controller mother board 185 which includes acentral microprocessor (not shown) and related components well-known inthe industry as computers using Intel brand Pentium microprocessors andrelated memory (not specifically shown). A variety of differentconfigurations and types of memory devices can be connected to themother board as is well-known in the art. Of particular interest is theinclusion of two flat panel display control boards 188 and 189 connectedin expansion slots of mother board 185. Display control boards 188 and189 are each capable of controlling the images displayed and otheroperational parameters of the video displays used in system 60. Morespecifically, the display control boards are connected to player betinterfaces circuits 196, 198, 201 and 203 which show four of the sixplayer stations (two are omitted for purposes of illustration brevitybut are similarly connected). Additionally, the display control board189 is shown connected to the dealing shoe interface circuit 190 and thedealer interface 194. This arrangement allows the display control boardsto provide necessary image display data to the electronic drivercircuits 197, 199, 202 and 204 used to drive the six player displays 103of FIG. 2. This arrangement also allows the display control boards toprovide necessary image display data to the display electronic drivecircuits 192 and 195 associated with the dealing shoe displays 81 and 82(FIG. 5) and the dealer display 102 (FIG. 2), respectively. The displayelectronic drive circuits have associated backlight power supplies 193.

The mother board 185 also includes a serial port 187 which allows storeddata to be downloaded from the mother board to a central casino computeror other additional storage device. This allows card game action data tobe analyzed in various ways using added detail, or by providingintegration with data from multiple tables so that cheating schemes canbe identified and eliminated. It also allows monitoring of dealerperformance and accuracy on a routine basis. Player performance and/orskill can be tracked at one table or as a compilation from gaming atmultiple tables. Additionally, player hand analysis can be performed.

FIG. 24 further shows a keyboard connection port 186 which can be usedto connect a larger format keyboard (not shown) to the system tofacilitate programming and servicing of the system.

FIG. 25 further shows a number of sensor interface connections 191 whichindicate schematically connection of both player bet sensors 121 andinsurance bet sensors 131. With regard to shoe interface 190 there is acontrol key interface is used to interact with the control keys 85-89(FIG. 5). Dealer interface circuit 194 has an associated interface 179which screen or other desired capability be provided with respect todealer display 102.

Optional Player Identification

Although the preferred system shown does not have features illustratedfor receiving automated player identification is information, such canalternatively be provided. Card readers such as used with credit cards,or other identification code reading devices (not shown) can be added inthe presentation unit to allow or require player identification inconnection with play of the card game and associated recording of gameaction by the controller 90. Such a user identification interface can beimplemented in the form of a variety of magnetic card readerscommercially available for reading a user-specific identificationinformation. The user-specific information can be provided on speciallyconstructed magnetic cards issued by a casino, or magnetically codedcredit cards or debit cards frequently used with national creditorganizations such as VISA, MASTERCARD, AMERICAN EXPRESS, or banks andother institutions.

Alternatively, it is possible to use so-called smart cards to provideadded processing or data storage functions in addition to mereidentification data. For example, the user identification could includecoding for available credit amounts purchased from a casino. As furtherexample, the identification card or other user-specific instrument mayinclude specially coded data indicating security information such aswould allow accessing or identifying stored security information whichmust be confirmed by the user after scanning the user identificationcard through a card reader. Such security information might include suchthings as file access numbers which allow the central processor 90 toaccess a stored security clearance code which the user must indicateusing input options provided on displays 103 using touch screendisplays.

Another alternative with regard to player identification havingparticular attraction is employed with regard to use of coded bettingchips 164 described above. Each player can carry a transponder cardwhich can be read and written to by the sensor 121. Upon arrival at thetable, the player presents the transponder card to sensor 121 and theplayer is logged in. Thereafter bets can be charged from and winningscon be applied to the transponder according to the wishes of a casinocustomer. Alternatively, the player identification card could be usedmerely to identify the player and all betting could be accomplishedusing betting chips 164.

A still further possibility is to have participant identification usinga fingerprint image, eye blood vessel image reader, or other suitablebiological information to confirm identity of the user. Still further itis possible to provide such participant identification information byhaving the dealer manually code in the information in response to theplayer indicating his or her code name or real name. Such additionalidentification could also be used to confirm credit use of a smart cardor transponder. Alternative Presentation Unit Features

It should also be understood that presentation unit 100 canalternatively be provided with suitable display cowlings or covers (notshown) which can be used to shield display of card images from viewingby anyone other than the player. Such an alternative construction may bedesired in systems designed for card games different from blackjack,where some or all of the player or dealer cards are not presented forviewing by other participants or onlookers. Such display covers orcowlings can be in various shapes and configurations as needed toprevent viewing access. It may alternatively be acceptable to use aplayer controlled switch which allows the display to be momentarilyviewed and then turned off. The display can be shielded using a cover ormerely by using the player's hands. Still further it is possible to usea touch screen display that would be controlled by touch to turn on andturn off. Similar shielding can be used to prevent others from viewingthe display.

Alternative Embodiment Table Game System With Integrated Video PlayingCard Displays

It should still further be understood that although a retrofit gamesystem is preferred, it may in some situations be desirable to usedisplays which are mounted in an integrated fashion to the gaming table.Such displays may be provided adjacent to the betting sensors 121 and131 in a configuration similar to that described above. Alternatively,the systems can have either touch screen display for added player ordealer input convenience, or other sensors which allow input of playeror dealer decisions and options.

Preferred Dealer Display Images

FIG. 6 shows a preferred display image which can be displayed by thedealer display 102. Various features of the preferred display andrelated operational information will now be described.

FIG. 6 shows the dealer display 102 in greater detail. A typical dealerdisplay image is portrayed. In this image there are two virtual playingcards represented by two virtual playing card images 107 and 108. Card107 is the dealer's upcard 108 is the dealer's down card or hole card.The upcard is faceup and the hole card is facedown. The image of FIG. 6depicts the dealer's card hand after the initial dealing of two cards toeach participant. This is prior to the dealer playing out his hand. Whenthe dealer plays out his hand, then the hole card will be shown faceupand the dealer will receive additional cards according to the casino'srules of play for the dealer. The dealer display image will change andshow the cards either side-by-side if space allows, or overlapping ifthe dealer's hand has sufficient number of cards so as to requireoverlapping.

During play of the dealer's hand, the dealer will typically hit on hishand if the hand count is 16 or less and stand if it is 17 or more. Apreferred option in setup of the system is to select according to casinoprocedures whether to hit or stand when the dealer has a soft 17 (aceand one or more cards which together total 17 when the ace is counted as11).

Additional information can also be displayed on the dealer display 102as may be desired by the casino or as provided by the manufacturer ofthe system. At the current time the dealer display is planned to displaythe card hand of the dealer and other information is presented on theplayer displays 103 as will be explained below in greater detail.

Preferred Player Display Images

FIGS. 7-22 shows preferred display images which can be displayed by theplayer displays 102. Various features of the preferred display imagesand related operational information will now be described.

FIG. 7 shows principal parts of a preferred player station 118. Station118 includes the betting chip detection zone 120. Not pictured in FIGS.7-22 are the added feature of the insurance bet detection zones 130which are shown in FIG. 2.

The player station also includes a player station display 103 whichincludes a display border zone 105 which is part of the changeabledisplay face and can vary from one display image to the next. The borderzone lies within an outer display perimeter line 113 and an inner borderzone boundary 114. The inner border zone boundary 114 is shown in dashedline to indicate it's position but it is not highlighted in this viewand other views except when the border zone is turned on as anindication of whether the player's hand has won or lost. This ispreferably done by two different mechanisms to clearly indicate to thelive participants at the table the outcome of that player's hand. Theoutcome indicating zone is also used to indicate with certainty whetherthe hand has been won or lost in a manner which can be recorded by anymonitoring camera used above or near the gaming table. When the playerhas won, the border zone 105 is highlighted in green or other suitablecolor. The border zone is also flashed on and off so that a black andwhite camera can also clearly identify the outcome as a win.

When the player has lost, the border zone 105 is highlighted in red orother suitable color. The border zone is maintained red and is notflashed on and off in distinction to the flashing used to indicate awinning hand. The constantly highlighted border zone is identifiable bya black and white camera because of this constant highlighting.

When the hand results in a push (tie) neither the dealer nor the playerwin, and the border zone 105 is not highlighted or can be dashed orotherwise distinguished. This too can be easily discerned from a blackand white or color camera monitoring the table from above. The absenceof the border zone from being either flashing or being on constantlyprovides certain indication that a tie outcome has occurred.

FIG. 7 shows the player station when no bet has been placed and nothingis being displayed. Alternatively, there can be some attract modeadvertising of the casino or game in anticipation of the next game orthe arrival of customers.

FIG. 8 shows player station 118 after a customer has placed a bettingchip 160 into betting chip detection zone 120. The presence of the chipblocks part of the casino room light and serves to provide on indicationof the bet being in place. This is interpreted by the controller as aplayer is present. There can alternatively be more overt loginprocedures for each player which can be accomplished by either thedealer or player either with or without added player identificationsubsystems.

FIG. 8 shows the player display 103 as being blank since the game hasnot become active. This condition applies when one player may haveplaced his bet and the dealer is awaiting similar action by one or moreother players before beginning the next card hand.

FIG. 9 shows the player station with display 103 activated in part. Theupper left corner includes a secondary display section 141. As shown,secondary display section 141 is used to indicate the content of thedealer's hand at any particular time. This is done with a backgroundtriangle for appearance and easy viewing. There is also a displaysubtitle “DEALER TOTAL”. Since no cards have been dealt as of the timeassociated with FIG. 9, there is no indication of the dealer's hand.

FIG. 9 also shows a tertiary display section 151 which is advantageouslyused for several different functions as will be explained more fullybelow. FIG. 9 does show a display subtitle “BASIC STRATEGY” and abackground triangle. Since no cards have been dealt as of the timeassociated with FIG. 9, there is no basic strategy information presentedin section 151.

FIG. 10 is similar to FIG. 9 except that the player has been dealt onevirtual card, the ace of spades. This is shown faceup in the lowerleft-hand corner. The area displaying the player's hand is herein termedthe primary display section 146. The virtual card image displayed insection 146 can be very realistic in the manner of paper or plasticplaying cards, or it can be of various other styles.

FIG. 10 also shows a hand count total numeral 147 which represents thecount of the player's card hand at any particular time. This is done tohelp the player and eliminate or greatly reduce the risk for mistakesabout the count of the hand.

At the time the player receives the ace shown in FIG. 10, the dealer hasnot received any card and there is no basic strategy displayed becausethe player has not received his second card.

FIG. 11 shows the player display after the dealer has received his firstcard which is the secondary display dealer upcard 148. The secondarydisplay 141 shows the ace and gives a dealer hand count numeral 150. Inthis case the dealer hand count is 11. There is still no basic strategydisplayed at the tertiary display 151 because the player has notreceived his second card in the image of FIG. 11. FIG. 12 shows playadvanced by the player having been dealt his second virtual card whichis a three of diamonds. The primary player display section shows thecard image 142 in an overlapping relationship to the first card. Theplayer hand count numeral 147 has been revised to the new count which is14. A suggested basic strategy note is displayed at tertiary displaysection 151 which reads, “HIT”. This indicates that basic strategy is toreceive another virtual card from the stack. FIG. 13 shows the playerdisplay after the dealer has received his second card provided in theinitial dealing. The second dealer card 149 is the hole card and isshown facedown and beneath the dealer upcard 148. The dealer hand countremains at 11 because the value of hole card 149 not indicated until allplayers have played out their hands. The exception to this rule canoccur when the dealer's hand count is twenty one and the dealer has ablackjack. In the situation shown in FIG. 13, there is the possibilitythat the dealer has a blackjack hand and thus players will typically begiven an opportunity to place an insurance bet. This is done by placinga betting chip or chips into zone 130 (FIG. 2) and the hand is played asexplained above with regard to insurance.

FIG. 14 shows further progress of the hand and a changed player displayimage. In the image of FIG. 14, the tertiary display section has beenchanged to have a subtitle which reads “PLAYER 3 TOTAL”. This indicatesthat instead of basic strategy information, the tertiary display is nowshowing how player 3 is playing out his hand. This progresses as thevarious active players play out each hand until the current player isup. The active player display 170 shows the active player card images171, 172. Also shown is the active player hand count numeral 173.

FIG. 15 shows the active player display 170 changed to reflect a thirdactive player card image 174. The hand count 173 has been revised toreflect the third card dealt to player 3. Also indicated is the decisionby player 3 to stand.

FIG. 16 shows the player display 103 after the current player has comeup as the active player and has elected to receive a third player card143. The hand count numeral 147 has been revised to reflect the newcount of 16. The basic strategy has to the tertiary display 151 and issuggesting to the player that he should be hit to receive another card.Although basic strategy has been suggested, there is no limitation onhow the player decides and he indicates such to the dealer and thedealer operates the dealer controls 85-89 to implement the player'sdecision.

FIG. 17 shows the player display after the player has elected to haveanother card dealt. The fourth player card 144 results in a changed handcount of 12 because the valuation of the ace is necessarily changed from11 to 1 because otherwise the player is over 21 and has lost. The basicstrategy display again suggests a hit because of the low hand count.

FIG. 18 shows a fifth player card 145 which revises the hand count to 16and the basic strategy is again to hit.

FIG. 19 shows a sixth player card 146 which is counted with the otherplayer cords to reach a hand count of 26 which is a bust. The tertiarydisplay shows that the player has busted. The border zone 105 is shownhighlighted and maintained in an on condition to show a bust and lossfor easy dealer, pit and camera detection from above the table.

FIG. 20 is similar to FIG. 19 except the player has lost the bettingchip 160 due to collection by the dealer.

FIG. 21 shows the losing player's display has been cleared with regardto the primary display section and the tertiary display section due tothe loss. If other players have yet to play out, then the tertiarydisplay 151 will show the active player hand as previously illustratedin FIG. 14. FIG. 21 indicates an image when there is no other playerplaying out his hand and prior to the dealer having played out thedealer's hand.

FIG. 22 shows the dealer's hand as being a 21 and thus the dealer is awinner. This ends the current hand of cards and similar processes arerepeated.

Description of Control Software Flow Charts

The game processor controller 90 includes software which is used in theoperation of the card game system 60. It should initially be understoodthat the particular software used will vary dependent upon the card gamebeing played. The system described herein is being used for playingblackjack and so specific description in that context is provided.However, other games can be played and there will necessarily bemodifications to the software and program routines to accomplish thesechanged games, or such may be required in connection with playing thewide variety of blackjack games played in casinos and cardroomseverywhere.

The game processor includes operational modules for performing a numberof data processing functions in connection with the preferred blackjackcard games. One key function is tallying the card array which forms thestack of virtual cards. Other key functions include: tallying the playerhand counts; generating random number selections or listings; selectingvirtual cards within a stack or selecting virtual cards which are to bedistributed from the stack; monitoring a set of house rules or optionsto apply the correct rules during play of the game; monitoring playerhand counts and cards dealt; providing basic strategy suggestions foruse by the player in response to various different hands; and,communicating the various data processing sets and files between systemcomponents to achieve successful operation. Other functions andvariations of the above are also indicated elsewhere in this document.

FIG. 26 shows an overview of game processor logic flow in the form of ablock diagram. Power is applied at step 206 and the system goes into aninitiation sequence using programming contained in a programmable readonly memory forming part of mother board 185. Step 208 is provided toindicate possible editing of game rules if a properly authorized userindicates programming should occur in the manners described above.

After any desired editing of the game rules in step 208, the dealerinitiates a new game by control command S, such as by pushing the dealcontrol key switch 89 (FIG. 5). This leads to step 212 wherein the gameprocessor performs by identifying who is participating in the game fromthe available player stations, and includes the dealer by default.

Step 215 involves dealing the two initial cards played in blackjack tothe participating players and to the dealer dealing involves generatingrandom numbers which are used in selecting from the available cardscontained in the set of cards defined to be the card stack. It furtherinvolves displaying the cards which have been dealt upon the displays inthe manner and with the appearance described above, or some othersuitable manner and appearance. Additional description of the two carddealing operation will be described below in connection with FIG. 28.

FIG. 26 also shows a step 218 which involves showing or displaying thedealer's top or upcard on the dealer display and in the secondarysections of the player displays. This block also represents notdisplaying the dealer's down or hole card.

The next step illustrated in FIG. 26 is a step of identifying playershaving a blackjack hand after the dealing of the two initial cards toeach participating player station and to the dealer station (allparticipants). The following step 224 includes considering the nextactive player and analyzing the hand which is held by such player. Afterthe analyzing the hand, there is a process of applying the basicstrategy rules to the analyzed player hand to perform a deriving ofbasic strategy suggestion. This basic strategy suggestion is thenimplemented by displaying the basic strategy as step 227, such as in amanner explained above in connection with the player displaydescriptions.

FIG. 26 also shows some alternative playing options which are consideredin the course of the data processing functions. Step 230 provides asurrender option which may be made available to the player by presentingsome indication of surrendering, or by merely allowing the player toorally or otherwise indicate he or she is surrendering after the initialtwo cards have been dealt and as an initial play decision associatedwith the hand the player has received versus the knowledge the playerhas of what the dealer has been dealt. One possible playing rule in thisregard might be to allow the player to surrender, in which case theplayer would lose at that point one-half of his bet. This might be donein case the dealer appeared to have a blackjack hand and the player didnot have a blackjack hand and did not believe he was likely to achieve awinning hand by receiving one or more hit cards.

If surrender occurs then step 233 occurs which involves deactivating thesurrendering player. The process can then be continued with regard toadditional players who would either opt for surrendering or notsurrendering.

FIG. 26 also shows a step 239 which involves analyzing to determine ifthe dealer has been dealt an ace as his upcard. If so, then the game canadvantageously perform by presenting the players with a notice, such asby displaying a message concerning insurance on the player or dealerdisplays. Although such a message is not shown in the figures, a simpleflashing “INSURANCE?” might be used on either or both displays and thenwaiting sufficient time for the player to place their insurance betsupon the insurance bet detection zones 130. The game processor can thenperform by detecting the presence of any insurance bets and logging suchinformation into the game files being created in the game processormemory. If the dealer does not have a blackjack hand, then the step 242of collecting the insurance bets can be performed by the dealer.

FIG. 26 further shows a step 245 which entails considering whether anyplayer desires to split his or her hand. The split option typicallyoccurs when the player has received two cards of similar kind, such astwo kings or two aces. The player in particular may want to split on twoaces since each has a relatively high probability of getting a ten-countcard to make blackjacks. This is in comparison to valuing each of theaces as either 1 or 11 and further playing the cards as a single hand.Step 248 represents implementing the active split hands and dealing anadditional card to the split hand to provide two cards. The first splithand is then played out and play continues on to the second orsubsequent split hand of the some player.

FIG. 26 further includes a step 254 which performs by consideringwhether any players want to make a double down play. If so, then theyindicate such to the dealer who depresses control key 86 (FIG. 5) andstep 257 occurs which involves dealing the additional double down cardto that player. The system then performs by evaluating the player's handin step 263.

If a player does not elect to double down, but instead proceeds toeither stand or be hit, then step 260 is performed and such an electionis made and the player performs by communicating such to the dealer. Thedealer follows through by depressing either the stand or hit controlkeys 87 and 88, respectively. If another or hit card is dealt, then step266 is performed and the game processor performs by analyzing theplayer's hand to determine whether the player has busted. If not, thenthe player is given another opportunity to obtain a hit card and theprocess repeats until the player elects to stand. In the lost case theprocessor performs in step 263 by evaluating the final hand count andhand composition and then proceeds to address the additionalparticipating players. If the player busts, then step 269 is performedin which case the dealer proceeds to the next available participatingplayer or proceeds to step 271.

In step 271 the process continues by playing out the dealer's hand. Thismay involve hitting or standing in a manner similar to play by theplayers as explained above.

Step 274 is performed by determining which players have won or lost, andthen such information is displayed on the displays 103, or 102, such asdescribed hereinabove.

FIG. 27 shows additional detail not depicted in FIG. 26 in the form of amain loop routine to further clarify processes used leading up to thedealing of the initial two cards. Steps 206 and 207 are as explainedabove. Step 283 involves testing for the edit rules security lock havingbeen opened by the appropriate code key. If so, then the edit rulessubroutine 208 is performed. If not, then various buffers and arrays areprepared for normal operation in an initiating step 292. This willinvolve loading programming from read only memory or other programmingsource to set up the game processor for operation.

Step 295 involves displaying any casino names or logos or otherwisedisplaying an attraction display image, such as upon the player displays102, dealer display 103, or shoe displays 81 or 82. Thereafter, the gameprocessor performs in step 298 by looking for any wagers as indicated bysensors 121. Step 301 represents initiating the active player stationsand querying for response that the player display has been activated.

The sequence shown in FIG. 27 then performs by waiting for the dealer toproceed by depressing the deal command key 89. If not pressed then thewaiting process is continued. If pressed, then step 307 is passed.Thereafter step 310 is performed in which case the participating playersare set and any additional information is loaded in preparation fordealing. Step 313 indicates that the shoe display 81 is performing adisplaying operation and step 316 indicates the marking or highlightingof the cut card and performance of the cutting operation as furtherexplained now.

Prior to the dealing step, the processes according to this invention canalso include a cutting step which can be performed either by the dealeror by a player. In one form of the invention the cutting is performed bydisplaying a simulated card stack on the first shoe display 81 and thenhaving the player perform a touching of display. In this process thedisplay 81 is a touch screen display and the touching step causes alocation in the stack to be selected as the cut position. The cut cardcan then be specially displayed, such as by using a highlighting color.Such a process can also involve progressively moving the cut card asvirtual cards are dealt.

An alternative cutting operation can be performed similar to the cuttingjust described but it is instead performed by a the dealer touchingdisplay 81 rather than the player. This can be done in response to thedealer's judgement, or more preferably, the dealer can undertake suchaction in response to instructions from one of the players.

A still further alternative approach in performing a stack cuttingoperation is to have a selected player perform by instructing thedealer. The dealer in this alternative would be empowered to move avirtual cut card as it appears on the display. For example, during thecutting operation the stock image display 81 would function bydisplaying and highlighting a cut card. The dealer could then perform bymoving or repositioning the cut card position within the stack by usingone or more of the dealer control keys 85-89 which would become softkeys assigned to this repositioning function. The player performing thecutting judgement would then act by instructing the dealer as to thedesired position of the cut card and the dealer would perform thisrepositioning as displayed on the display. The repositioning could beaffected by adjusting the cut card position as needed in response to theinstructions given by the player who is empowered with the cuttingoperation. After the cutting position is resolved, then the stack orderis changed to reverse the two sections of the stack which are divided bythe cutting position.

In preferred methods according to the invention there is also a house ordealer cut card placing action which is advantageously made. This ismade after the stack cutting operation discussed above. In thisoperation the dealer or other representative of the casino moves the cutcard indicator to a position which is set by casino policy to be withina defined range. For example the cut card position might be midway inthe stack. In such situation cards would be played until the cut cardposition is achieved and then the stack would be reshuffled.

After the above steps are performed, then the two initial card dealingsequence is performed. This processing if further illustrated in FIG.28. Step 322 of FIG. 28 illustrates the moving card routineadvantageously performed by the second shoe display 82 in order to addrealism to the game. Such a step includes indicating motion of playingcard images after the dealer has commanded that dealing begin usingtouch key 89. This can advantageously be performed using the second shoedisplay 82. The motion indicating step con by done by shifting theapparent card back face image downwardly within the second shoe displayand thus visually indicating that the dealing process is beingperformed. This can be of added realistic effect and aid the players ineasily recognizing the action of the blackjack or other card game beingplayed.

Step 322 is followed by adjusting the simulated stack display in thefirst shoe display 81 by shifting the position of the cut card andmoving it closer to the second display.

FIG. 28 also shows step 328 which involves selecting a card from thestack using the random number generator. The shuffling processes used inthe system can be performed in three preferred processes. In a firstshuffling process, herein called traditional shuffling, the randomnumber generator is used to create an assigned order to all cards of thestack prior to dealing any card to any participant in the game. This isakin to the manner in which paper or plastic playing cards are handled,since the decks comprising the stack are shuffled and reshuffled thedesired number of times to reorder the stack. Once the shuffling iscompleted, then any desired cutting of the deck is performed and thestack is placed into a dealing shoe. Once placed into a dealing shoe theorder of the cards is fixed and no reordering occurs.

Another form of shuffling is made available using system 60 which cannotreasonably be performed in playing card games using paper or plasticphysical playing cards. This shuffling process is herein termedcontinuous random shuffle. In this shuffling process the order ofdistribution of cards from the stock is not predetermined before thehand is played. Instead the random number generator operates on the flyas needed when the game requires a card to be taken from the stack. Theposition from the stack is varied to produce the random distribution ofpotentially any card at any time. The entire set of virtual cards whichmake up the stack is maintained at all times, without removing cardswhich may already have been dealt in the same playing hand. Thismaintaining a set of all available cards in the stack achieves truerrandomness than by reducing the stack set for removed cards. In anyparticular card assignment, the player can receive any of the possiblecards. This procedure may be desirable in play of certain games or maybe more attractive to the casino or players for objective or subjectivereasons which become important.

Another shuffling or card assignment process which is contemplated bythis invention is herein termed random balance shuffling. In randombalance shuffling the set of available cards in the virtual stack isreduced by the assignment of prior cards dealt in the hand. For example,where the first cord dealt is an ace of spades, and the stack is definedby the casino to be only one deck, then no other player in that hand canreceive the ace of spades. In most casinos blackjack is played usingstacks where there are multiple decks, for example six decks. In suchsituations, then there clearly would be additional aces of spades whichmight be dealt. However, the frequency of selecting the ace of spadesafter one or more other aces of spades have been already dealt in thathand does diminish. This should be contrasted to the continuous randomshuffle wherein the expected statistical frequency does not change ascards are dealt.

Step 328 schematically represents the selection of the next card whetherthis is done on the fly using continuous random shuffle, or randombalance shuffle. Alternatively, the selection process can be done withpre-ordering using the traditional shuffle.

The traditional shuffle does have a significant disadvantage whichblackjack players may have noticed or experienced. This disadvantage isdemonstrated by the situation where one player either stands or hits ina nonconventional manner, either by mistake or intent. Other players atthe table often notice this apparent error, and as a result the nextplayer or dealer would receive a different card than if the prior playerhod played his hand in a conventional manner. In some cases, thedifference in cards can affect some or all who receive cards thereafter.In some cases, players become irate because of the realization that thismistaken choice by another player has cost the other players their betsand the wins which they otherwise would have enjoyed. This type ofsituation can be very upsetting and sometimes even leads to fights amongthe players. By utilizing the continuous random shuffle or the randombalance shuffle procedures which can be accomplished with this system,there is no pre-ordering of the stock and no particular card can be saidto have switched from one player to the next. In each of theseprocedures the random number generator goes through a selection processimmediately prior to distribution of each card and thus the decisions ofone player are not fairly attributable to some derogatory effect onother players.

The card selected by the above-described processes is then assigned tothe next dealt card required and to the participant, whether player ordealer. Once assigned, then step 334 effects the displaying of the cardon the player's display if it is a card assigned to a player. Thepreferred game system also effects displaying a copy of the player'scard on all screens when appropriate as explained above in connectionwith the preferred player display images. The game then involvesassessing whether the next action is with a player or dealer in step340. This process repeats until all players have received their firstcard. Then a virtual card is assigned to the dealer in step 343. Thefirst card to the dealer is dealt as a face-down card and is oftenreferred to as the hole card. Step 350 indicates that the hole card ofthe dealer is dealt and displayed facedown. The process explained aboverepeats again for the active players and dealer until step 347 indicatesthat a second card has been received by the dealer.

After both initial cards are received by all participants, then thecards are assured in faceup condition in step 353 except for thedealer's hole card and copies of the cards are placed on other player'sdisplays as previously indicated. Alternatively, initial cards may bedealt in a face-up condition. Thereafter process 221 proceeds todetermine the players with blackjack hands.

FIG. 29 details the process, shown abbreviated as step 221 in FIG. 26,for determining players with blackjack hands. Step 362 involves going onto the next active player for consideration. Step 365 is evaluating theplayer's hand. Step 369 is a deciding whether a blackjack hand ispresent. Step 369 leads to repeating steps 362 and 365 for anotherplayer if no blackjack hand is present. If a blackjack hand is present,then the process branches to step 372 wherein the program functions byidentifying the player or players with a blackjack hand by player number“n”. Step 375 performs a decision whether the player, more properlyparticipant, is a player or the dealer. If the answer is yes indicatingit is the dealer, then the game is over and the two card play sequenceis then repeated in another hand. If the blackjack hand is not for thedealer, then the player's status is changed by step 381 to changing thestatus to inactive with regard to additional play of the hand.

FIG. 30 details a two card play sequence 387 which is shown inabbreviated form in FIG. 26. Step 224 includes going to the next activeplayer. Thereafter the processor performs in step 393 by displaying theactive hand on all player displays, in the tertiary part of the displayas explained above. Step 396 involves displaying the dealer's hand toall displays. Step 399 involves calling up the strategy analysis monitorand performing such strategy analysis to provide a basic strategy noteto be displayed to the active player. The step 227 of displaying thebasic strategy on the active player's display is then included, therebyrendering helpful advice to the player.

FIG. 30 then shows more complete steps in assessing surrender. Step 405involves checking the game rules to see if the casino allows surrenderas a play option. If yes, then decision step 408 proceeds to branch toan instructing step for allowing surrender by a player or players instep 411. Step 414 indicates the player's individual decisions whetherto surrender. If decision 414 is yes, then that player is rendered intoinactive status by an inactivating step 417. This process is repeatedvia connection A for other players. If surrender is not selected, thenstep 420 provides for evaluating the dealer's upcard. If the dealer'supcard is an ace, then decision step 239 branches to an insurancesequence detailed in FIG. 31. Return occurs in returning from insurancesequence at step 429.

If there is no dealer ace as upcard, then the game processor performs byassessing whether the player's hand has a pair in steps 432 and 435. Ifno pair exists, then the process continues by proceeding on with theconsideration of whether the player wants to double down as shown instep 254 of FIG. 26. If there is a pair, then a split sequence branchstep 441 is performed as detailed in FIG. 32.

The insurance sequence shown in FIG. 31 branches from decision step 239of FIG. 30 and advances to step 447 which involves going to the nextactive player. The possibility for taking insurance is publicized bynotifying the players using a displaying step 450 which notes such onall displays 102 and 103. Step 453 then involves detecting whetherinsurance bets have been made. This is repeated by deciding in step 456whether additional active players have taken insurance bets and thelogical loop is again cycled until there are no more players and theprocess returns via branch 429 to the two card play sequence shown inFIG. 30.

FIG. 32 details the split hands process sequence 441 from step 435 ofFIG. 30. This first involves offering a player with a pair the option tosplit the hand in step 462. The player then decides whether to split hishand at step 465 and this is implemented by the dealer depressing key 85to indicate the hand should be split by the game processor. If the handis not split, then processing goes on to the additional two card playsequence of FIG. 33 at step 504. If the player elects to split byaccepting the split offer, then step 468 is processed and a splitcounter is incremented. Thereafter in step 471 the processor processesdata to split the original hand containing the pairs into two hands.Step 474 performs by identifying that each of the split hands has onlyone card. Step 477 performs by instructing that an additional cardshould be dealt. Step 480 performs by copying the instruction to dealcards to the split hands. Step 483 involves dealing the additionalcards. Step 486 performs by deciding whether there are additional splitopportunities which have developed from the newly dealt cards. If so,then step 489 performs by incrementing the split counter. Decision step492 compares the split counter to make sure the maximum allowable splitsprogrammed by the casino rules has not been exceeded. If not, thenrecycling through step 468 and the splitting function repeats. If thereare no further split options from decision step 486, then processingcontinues on to step 504 of FIG. 33.

FIG. 33 shows an additional two card play sequence which includes a step504 which involves calling the strategy monitor to apply the strategyrules to the player's hand after the splitting or insurance subroutineshave been completed. The next step 507 involves displaying the suggestedstrategy. Thereafter, the players place an additional bet to “doubledown” in step 510. Decision step 254 responds to a yes with a doublingof the wager in the processor at step 516. Step 519 is dealing of theadditional single double down card. Step 522 involves evaluating theplayer's hand after the double down card has been assigned. Decisionstep 525 involves determining whether the resultant player hand hasbusted. If yes, then step 528 involves displaying the bust outcome. Ifno, then a revised hand total results and this is performed bycommunicating or displaying the new hand total in step 531.

FIG. 33 also shows that if the player does not double down in decisionstep 254, then step 534 results. Thereafter the action is for the playerto proceed by indicating whether he or she wants to be hit with anothercard or stand. If the decision in step 540 is to hit, then dealing ofanother card occurs as shown in step 543. The player's hand is thenacted upon by the game processor performing an evaluating step 546 toproceed on with a decision step 549 whether the hand has busted. If not,then the hit/stand option is again considered by the player and theportion of the sequence is repeated until either there is a bust or astand decision. If there is a bust, then step 552 involves displayingthe bust as described above. If the decision is to stand as representedby standing step 555, then processing continues on to step 558 lookingfor more active players. If there are more active players, then circle Aleads back to step 224 at the top of FIG. 30 for additional cycling ofthe processes discussed.

If there are no additional active players, then step 561 proceeds on toa finish sequence shown in FIG. 36.

FIG. 34 details a deal card subroutine used in the overall process at anumber of steps discussed above, such at FIG. 33, step 543. The dealcard sequence starts with step 564 which involves the simulated movingof a card from the dealing shoe using the second display 82 and suitableimage processing techniques to suggest movement. Step 567 involvesadjusting the first shoe display 81 to show repositioning of the cutcard and any other desired adjustments in the image. Step 570 involvesusing the random number generator and selecting a virtual card from thestock as discussed more fully above. Step 573 involves assigning theselected card to the appropriate player. Step 576 involves displayingthe assigned card faceup on the display screen for the player. Step 579involves copying the assigned and displayed card onto other displays asneeded for the tertiary display section explained above. Step 582represents return to other points in the processing after the deal cardsubroutine has been completed.

FIG. 35 further details a play out sequence. This is illustrated in moreabbreviated form at FIG. 26, steps 260 and 266. The play out sequencesubroutine includes step 585 which involves the player instructing thedealer with regard to whether the dealer should command hit or stand,such as implemented by control keys 88 and 87, respectively. Step 591shows decision branching when the player has decided to stand. In thiscase the step 594 is pursued which either returns the program to thecalling routine from whence it branched to the play out sequence, orstep 594 involves proceeding on to the finish sequence routine coveredin FIG. 36, which will be further explained below. If the player doesnot decide to stand, then decision step 597 is implemented with regardto a hit. A decision to hit posses the processing onto the deal cardsequence subroutine via step 600 as discussed above in connection withFIG. 34.

FIG. 36 shows a finish sequence which starts with step 603 whichinvolves turning over the dealer's hole card and displaying thisinformation to the players. Step 606 involves playing out the dealer'shand according to house rules. This step is detailed further by thecontent of FIG. 37. FIG. 36 shows step 609 which involves determiningthe winners and losers. Step 612 involves collecting from losers andpaying winners. Step 615 is followed by another game which is indicatedby initiate step 615.

FIG. 37 details the playing out of the dealer's hand which is shown inabbreviated form at step 606 of FIG. 36. Step 618 involves evaluatingthe dealer's hand count as a soft count, in which case any aces held arevalued at 11 rather than at a value of 1. This is followed by step 621which compares the soft hand count to whether it is greater than thevalue 17. If greater than 17 then the step 624 proceeds to step 609 ofFIG. 36. If the dealer's soft hand count is equal to a value of 17, thendecision step 627 branches to step 630 which involves considering thehouse rule on soft 17 dealer hand counts. This is a variable house ruleoption in system 60. Decision step 633 can result in either the dealerstanding on a soft 17 as depicted by step 636. This leads back to step609 of FIG. 36. Alternatively, the other soft 17 rule leads to thedealer hitting his hand at step 639. That in turn leads back to step 609of the finish sequence.

FIG. 37 also shows a branch from decision step 627 toward evaluatingstep 642 indicating the situation where the dealer's soft hand count isless than the value 17. Evaluation step 642 considers the dealer's handand determines the hard dealer hand count with the ace valued at 11.Decision step 645 branches on the basis of whether the hard dealer handcount is less than the value 17. If less than 17, then the dealerreceives another card as illustrated by step 651. If the dealer's hardhand count is 17 or greater, then the dealer stands and step 648 leadsback to step 609 of the finish sequence.

Alternative Embodiment Gaming System

FIGS. 40-46 show an alternative preferred gaming system according to theinvention. The alternative gaming system is in most respects similar tothe gaming systems and variations shown and described above inconnection with FIGS. 1-39. Similar features are numbered with the somereference numerals and description will not be repeated. Alternative orvarying aspects of the alternative gaming system will now be described.

The presentation unit 100 advantageously includes ambient light sensors132 (FIG. 43) which allow the system to sense ambient light to which thesystem is exposed during operation. This allows the betting chipdetectors 121 and insurance bet detectors 131 to more appropriatelydetermine whether a chip 164 (FIG. 40) has been placed over thedetectors. The detectors or sensors 121, 131 and 132 are advantageouslyoptical detectors in the embodiment illustrated. Alternative detectorsare also possible.

FIG. 40 shows the dealer control module incorporated in the form of asimulated dealing shoe 80 similar to the dealing shoe 80 shown anddescribed above. The dealing shoe of FIG. 40 is shown in largerillustration in FIGS. 45 and 46. The dealing shoe has first and seconddisplay portions 81 and 82 which are provided using a single display 281(FIG. 46). The case 84 advantageously includes metallic base plate 284and a plastic case top 285. This construction is preferred to helpdissipate static or stray electrically which may come into contact withthe dealing shoe. It also provides a ground plane which can be used byelectrical components 286 used to power, communicate and/or control thedisplay 281 and dealer control keys 83 and 85-89.

FIG. 41 shows a presentation unit base plate 701 which is provided witha number of mounting holes and features which allow various connectionsto be made. These connections include connection of various wiringcables and other components to the base plate 701. Noteworthy aremounting holes 702 which allow the base plate to be secured to a gamingtable 50 (FIG. 40). Also noteworthy is cable opening 703 which is usedto allow wiring cables to be connected to a control module, such asmodule 92 mounted beneath the gaming table. The gaming table canaccordingly be drilled or otherwise provided with a correspondingopening that allows the cabling to extend through the table top. Aplurality of standoffs 704 are provided to support the overlyingpresentation unit cover 101 to be held in supported relationship overthe base plate 701. The base plate 701 is preferably made of a metallicor other electrically conductive sheet to facilitate grounding ofvarious electrical components thereto and to help dissipate static orother stray electricity which may encounter the presentation unit. Theelectrical ruggedness of the presentation unit 100 and other parts ofthe system is in some cases tested by regulatory authorities to makesure operation is not affected by stray electrical discharges. Shocksare applied to the case using a suitable test voltage supply (not shown)which may involve electrical discharges of approximately 25,000 volts.The overlying cover 101 is advantageously made from a transparentacrylic material which is relatively non-conductive to minimize theeffects of such electrical discharges. The conductive base plate 701tends to conduct any stray electricity to a ground terminal (not shown)to further reduce possible derogatory effects.

FIG. 42 shows base plate 701 fitted with several participant displays102 and 103 as described above. The displays may be mounted in raisedpositions upon the base plate to allow cabling (not shown) to passbetween the displays and base plate. FIG. 42 further shows the bet andinsurance detectors 121 and 131. Ambient light detectors are also shownmounted upon the base plate.

FIG. 44 further illustrates that the cover 101 can advantageously bemade from a continuous or substantially continuous sheet of transparentmaterial, such as transparent acrylic. This allows the displays 102 and103 to beam their images therethrough and allows optical detectors 121,131 and 132 to perceive light levels adjacent thereto. The remainingportions cover 101 are advantageously made opaque to hide the otherinternal components. The surface of the cover can be treated using spraycoatings or by direct surface treatment to provide a matte or semi-mattefinish to minimize reflection and improve participant visibility ofdisplays 102 and 103.

Description of Alternative Control Software Flow Charts

FIGS. 47-51 diagrammatically illustrate another form of preferredprogramming and related processes used in the operation of thealternative embodiment of FIGS. 40-51. Many of the processing steps arethe some or have analogous control processes as those described above.The following outline explains the diagrams of FIGS. 47-51 in greaterdetail. Computer file names are generally shown italicized using apreferred or suitable file name.

1. Main Loop

FIGS. 47-49 illustrate diagrammatically the main logic loop employed bythe game system. Particular aspects will now be further explained.

1.1 System Initializes

1.1.1 Initialize Sound Card, init_sound( )(Not Illustrated)

Call init_sound( ) to load *.wav sound files into the sound resourcesbuffer. The sound card hardware is also initialized for volume and tonaladjustments. System further reads condition of switches (notillustrated) which sense and checks for secured conditions of accessdoors forming part of the processing module enclosure, similar toenclosure 91. As implemented, the enclosure includes a main door 95(FIG. 3) which condition is checked in step 708. There is also aseparate keyboard port door (not illustrated) which is checked in step714. If the keyboard port door is unsecured, then the system checks forrules editing. Each door is secured with a key lock and associatedsensors (not shown) which allow the control system to determine thecondition of each.

1.1.2 Rules Editor, pit_boss_ed( ).

Step 715 entails checking to see if the key switch 83 is activated toenter the rules editor and whether the password required by the systemhas been provided for security reasons.

The house rules are recalled or modified with a call to filepit_boss_ed( ). The following parameters may be adjusted:

-   -   number of splits allowed RULE_splits    -   how face cards are treated as a pair, RULE_face    -   the number of decks to be used, RULE_decks    -   sequence for dealing cards, RULE_deal    -   dealer's play on soft 17, RULE_soft    -   conditions affecting double down, RULE_double    -   surrender or not, RULE_surrender    -   placement of the hole card, RULE_hole

The rules editor is discussed in greater detail in following outlinesection on the RULES EDITOR. If the dealer or pit boss hove not electedto enter the rules editor, then the system starts a new game at step717.

1.1.3 Random Number Generator (RNG) Seed Data, get_seed_data( )

This initialization step is illustrated at step 718 of FIG. 47. Thereare multiple numbers that are stored which hold the terminal state ofthe random number generator. These numbers are retrieved in a call toget_seed-data( )which reads the data from disk. This provides fornon-repetitive operation of the random number generator needed toprevent patterns from being discernable.

1.1.4 Game Process Tables, clear_the_deck( ), hand_in( ),make_card_tray( )

Information about the players and the cards that are dealt are containedin memory tables which are first cleared out before a new game. A callto clear_the_deck( ), to hand_in( ), and make_card_tray( ) achieve thisfunction of the initialization. The casino or other house rules andsettings are represented in steps 719 which can also be approachedthrough the rules editor.

1.1.5 Graphics Files, transfer( )

The initialization process also advantageously includes loading manygraphics images that are displayed during game play are facilitated by agraphics engine which is initialized with a call to transfer( ).

1.2 Display House Logo, send( )

The house logo graphics is sent to the respective LCD displays.

1.3 Wait for Dealer to Press Deal Key, shoe( )

Step 298 determines the presence of a wager over the bet sensors 121 andindicates an interested player. When the dealer presses the deal key onthe shoe, all wager sensors which detect a wager will communicate theinformation back to the rules program. Player positions 1-6 which havewagers over the sensor will be counted as active players. The systemreads the keypad on control 80 in step 209.1 and make a decision insteps 209.2 and 209.3 indicating when the dealer presses the deal key85. Virtual cards will then be dealt according to the deal sequenceselected in the rules editor. In step 708.1 the system again checks thesecurity of the controller doors and chooses between a service modecondition 720 or continued operation carrying onto the top of FIG. 48.

The top of FIG. 48 shows step 723 which loads information indicatingwhether the shuffler rule is traditional shuffle 724, random balanceshuffle 725, or full random balance shuffle 726. Shuffling occursaccording to the shuffler rule in steps 729. Cut card procedures 730 areused in the traditional and random balance shuffle rules. In such cutcard procedure the display 81 preferably shows the stack with a cutpoint highlighted in an alternative color. The dealer controls the cutcard position as specified by the player who is entitled to cut thedeck. The display then shows the stack displaced laterally and the stackparts are reversed in a display graphics which simulates the physicalcutting of a card stuck.

1.4 Deal Two Cards, two_cord_deal( )

Step 215 represents the operation of dealing or assigning the initialtwo cards of blackjack to each participant. Beginning with the firstactive player to the dealer's left hand, cards will be dealt one at atime until all players have received a card. The dealer then receiveshis first card, which may be face up or face down, depending on thehouse rules selection. The sequence is repeated until all active playershold two cards. One of the dealer's cards will be face down. A call totwo_card_deal( ) accomplished this. In the preferred implementation ofthis action the speed of dealing is subject to adjustment of a speedparameter implemented when the rules are loaded. Thus the action can berelatively fast or slower as may be appreciated by different groups ofparticipants.

1.5 Find BlockJack Hands, find_bj_hands( )

After the initial two cords are dealt, a search can be made for allhands that may hold blackjack. A status table can be updated with thisinformation. The find blackjack hands sequence is illustrated in FIG. 29and the description is not herein repeated.

1.6 Insurance Sequence, insure_seq( )

If the dealer's face card is an A(E, insurance is offered at this time.This is represented in FIG. 49 by step 239. Wagers placed over theinsurance sensor will be read and recorded in step 453. A security stepof checking doors open 708.1 is advantageously included thereafter.Following the security check, the dealer control key pad is checked instep 735 to see if the dealer has controlled to instruct furtherprogress of the game by depressing the deal key 85 in step 736.Collection of the insurance bets is shown in step 737.

1.7 Dealer Holds BlackJack find_bj_halds( )

If the dealer does hold BJ as determined by step 738, the finishsequence 739 is entered wherein all active hands are compared to thedealer's. Any hand which also holds blackjack (BJ) is determined to be aPISII. All others are NO WIN,

1.8 Play Hands Sequence, two_card_play_seq( )

FIGS. 49 and 50 show a preferred two card play out sequence. In theevent the dealer does not have blackjack, normal play is resumed at step740 and the next player decides his or her move. This is implemented bya reading step 741 which reads the conditions of the dealer control keys83 and 85-89.

A call to two_card_play_seq( ) begins the cycle through which all activehands are played out as assessed by step 747. This has a beginning withthe first active hand to the dealer's left. Additional hands arerecognized in step 748. Through this cycle split hands are created frompairs of like cards, depending upon house rules. Double down is a choicea player may have, depending on house rules. A player may hit or standas they like. These options are generally shown at step 746 of FIG. 49.

FIG. 50 shows at step 772 consideration of the next active player toallow play out of this sequence. Step 773 considers the next hand anddecision block 774 branches achieve dealing of both cards via step 775.A suggested best strategy is produced as represented by step 776. Thestrategy is displayed at step 777. The call to strategy( ), step 776,returns a message code which becomes displayed as the most appropriatestrategy with respect to applicable house rules and hand content.Strategies are calculated upon the dealer's face card and the hard/softcount of the active hand. A recommended strategy will preferably bedisplayed on the active player's lower right screen.

Splits are permitted or not permitted as the rules define. If permitted,then step 779 determines whether the hand is eligible for splitting byhave a pair. The player is presented with the decision in step 780 andthe input response is represented by step 781. If split then the systemcreates the second hand in step 782 and deals a first card to the firstof the split hands in step 783. Reconsideration and revised strategyinformation is made and then displayed as illustrated by step 784.

FIG. 50 also shows the possible action of allowing a player todouble-down are represented by step 785 and subsequent steps. This iscovered in greater detail below.

1.9 Play Dealer Sequence, play_dlr_seq( )

When all active player hands are played out, a call to play_dir_seq( )will begin the cycle through which the dealer draws cards until a hardcount of 17 is reached. Whether he hits on a soft-17 is set in the rulestable.

1.10 Finish Sequence, finish_seq( )

The final win/lose determination is made here against the hard/softcounts of each active hand at shown at step 739 with respect to thedealer's. A call to finish seq( ) performs this process.

1.11 Cut Card Reached, shuffle_tray( ).

There will always be enough cards in the deck to complete a game afterthe cut-card is located. When a game has completed and the cut card waslocated during play, a reshuffling will be done with a call to shuffletray( ). This is illustrated at steps 730-732.

1.12 Update Game Records, write_game_data( ), up_deck_rec( )

When the game is finished, vital information about the game will bewritten to a disk file and stored. A call to up_deck_rec( ) writes thedata. The state of the RNG is written to a separate file for futurerecall within the function write_game_data( ).

This is represented by step 751 of FIG. 49.

2. Random Number Generator

2.1 RNG Engines

Step 718 can be performed by two RNG's which are employed in theproduction of random numbers. The first generator is an ANSII standardfunction that is resident with the compiler. It is a pseudorandomgenerator which yields 32-bit integers. The second generator comes fromGeorge Marsaglia at Florida State University math department, and isknown as The Mother of All Random Number Generators, or “Mother” forshort. It returns 64-bit random numbers.

The 32-bit generator is provided a chaotically produced seed in order toreturn a randomly generated seed for “Mother”. The second seed is fedonce to “Mother” and from that time onward the generator is alwaysrunning on a set of numbers saved from game to game.

2.2 Seeding

A primary seed is obtained with a call to init_seed( ) when the softwareis initially powered up. Here, a 32-bit unsigned number is allowed toincrement through a modulo-32-bit cycle until a key is pressed. Thestate of this variable, a seed, is sent to the 32-bit RNG as a seed, anda random number is produced, b_seed. The variable, b_seed, is sent to“Mother,” from which a dual ten element array is constructed. The arraycontains state data for which new random numbers are generated. Thearray contents are different with each new number.

2.3 Saving the State of the RNG

Following each game, the dual ten-element arrays are saved in a filewrite_game_data along with the initial seed value When a new game isinitializing, the file is read and the array values are reinstated intoMother. The RNG then proceeds as if it had never been shut down.

3. Card Tray

A serial card tray is built at the start of each new game series asillustrated by step 723. The tray size is determined by the number ofdecks specified in the house rules settings. To fill the tray, a call isfirst made to made_card_tray( ). Within this function the RNG is queriedfor new cards, the conditions being that acceptable card-numbers cannotbe 0 or any number greater than 52. Also, a card number (1-52) may beused only up to the number of decks that are allowed. For example, if 12decks are used, the card number 13 may be used only 12 times whilefilling the array.

4. Shuffle Mechanism shuffle_tray( )

4.1 Deal Sequences

Three schemes are used for shuffling cards, depending on house rulessetting variable RULE_deal.

4.2 Traditional

This scheme is illustrated by step 724 and emulates a randomly filledcard tray which is continually shuffled until the deal/cut key ispressed by the dealer. After the key is pressed, cards are drawnsequentially through the tray. The tray is not shuffled again until thecut card is located. The mechanism for shuffling swaps randomly selectedpairs of cards from the tray. The process continues until the deal/cutkey is pressed. A recorded sound file of shuffling cards is playedthrough the speakers while the cards are shuffled.

4.3 Random Balance

This scheme is shown by step 725. The card tray is filled once, as withthe traditional scheme, but with a random balance shuffling scheme allcards following the drawn card are shuffled every time a card is drawn.Cards are drawn sequentially through the tray, however with each drawingthe balance of cards is shuffled by swapping randomly selected cards.While a player waits to decide his next move, the deck is shuffled. Ashuffle sound file is played while he decides.

4.4 Full Random Balance

This scheme is shown by step 726. The card tray is filled once, as withthe traditional scheme, but with a full random balance shuffling schemethe entire tray is shuffled every time a card is drawn. Cards are drawnrandomly from the tray. While a player waits to decide his next move,the deck is shuffled. A shuffle sound file is played while he decides.This scheme precludes the need for a cut card.

5. Deal Sequences card_select( )

5.1 Traditional

Cards are drawn from the card tray sequentially through the deck asillustrated by steps 731. An index, card_tray_indx, is incremented foreach card drawn from the tray, card_tray[card tray_index]. When the cutcard is encountered the tray will be shuffled at the close of thecurrent game.

5.2 Random Balance

Cards are drown from the card tray sequentially through the deck. Anindex, card_tray_indx, is incremented for each card drawn from the tray,card_tray[card_tray_indx]. When the cut card is encountered the traywill be shuffled at the close of the current game. The balance of cardsfollowing the currently selected card are shuffled while a player waitsto decide his next move.

5.3 Full Random Balance

Cards are drawn randomly from the domain of cards in the card tray. Witheach card that is drown, the entire tray of cards is shuffled.

6. Play Hands Sequence two_card_play_seq( )

6.1 Overview

The two card play out sequence is shown starting at step 771 of FIG. 50in greater detail. Beginning with the first active player to thedealer's left, each player is processed by step 772 by active handnumbers 773. For each active player there will be at least one activehand, referred to as the base_hand Should a hand split at step 781, thenumber of active hands per player could number as many splits as areallowed plus one. For example, if three splits are permitted by houserules, up to four hands could be played out by one active player. Allhands are played in order, starting with the leftmost hand from thedealer. A call to two_card_play_seq( ) begins the sequence.

6.2 Data Structures

Status information about the players and their hands are contained in astructure:p_info[player].status[hand_num]

The record of cards dealt to each hand is contained in:P_info[player].card[hand_num]

Both hard and soft count is held for each hand in:P_info[player].count[type][hand_num]

See section 12.0 for a detailed description of the data structure.

6.3 Sequence

For each active hand, the sequence begins with two cards having beendealt to the base hand as indicated by steps 774 and 775. The hand isevaluated at step 776 and the most appropriate strategy is returnedfollowing a call to strategy( ). The strategy is calculated against thedealer's face-up card and the player's soft and hard count. The rulestable is consulted before a strategy is finally returned. Thus, if ahand holds a pair and a split would otherwise be recommended, a maximumallowed split count of zero would preclude the recommended strategy ofsplitting. Hit or stand might be recommended instead. The strategy issent to the player's screen and displayed graphically. Through thecourse of play, the player may choose to split his hand, double-down,hit, or stand. If the hand holds only one card, the result of a split, asecond card is automatically dealt.

6.4 Split Hands split_seq( )

If the hand holds a pair of like cards and the player has not exceededthe allowable limit of splits, then a split sequence is entered at step778 with a call to split_seq( ). In this sequence the player may chooseto split his hand step, double-down at step 787, hit or stand at step792. This general decision is also represented at steps 747 and 746 ofFIG. 49. Following his decision, the hand is re-evaluated at step 794and a new strategy is formulated and displayed. The call to the splitsfunction returns with information about his decision. If double-down isnot chosen at step 787, the sequence will branch around the double-downoption, offered next.

6.5 Double Down double_down( )

If the hand satisfies the restrictions for a double-down and the playerchooses to double-down, a call to double_down( ) will enter thatsequence. A third card is automatically dealt the hand at step 788, thehand is evaluated at step 789, and the sequence is terminates at step790. The next active hand is then played out starting back at step 772.

6.6 Hit/Stand Loop Within two_card_play( )

Provided the hand is active, it has not busted as determined at step795, and double-down was not chosen, a loop is entered at step 791 thatallows the player to accept hits or to stand at step 792. The loop isterminated when the hand either busts or the player chooses to stand.Following each hit, a call is made to deal_cord_seq( ) wherein a card isdrawn from the tray. Next, a call to evaluate( ) computes both hard andsoft count for the hand. The count and card type are sent to the activeplayer's display. For every decision, a new strategy is formulated anddisplayed until the hand terminates.

6.7 Exit from Loop

The sequence of playing out active hands terminates when the last activehand has been played out at step 796. A message signaling the terminusis sent to the graphics module with a call to send( ). Control returnsto the main( ) function.

7. Split Sequence split_seq( )

7.1 Entry Test

When the split sequence is entered at step 778 with a calf to split_seq(), a test determines whether a hand may be A pair of like cards mustfirst be acknowledged. House rules govern the pairing of face cards. Ifall face cards are equal to 10, (RULE_face=0) then any pair of facecards is considered a pair. Conversely, if only like face cards are apair (RULE_face=1), then, for example, only two Jacks or two Queens canenable a split. A second test 779 examines the number of splits alreadyactive. If the count does not exceed house limits, as set inRULE_splits, then the player may choose to split his hand. A final testis that variable repeat is 1; a choice not to split resets it. Hischoices at this point are split, double-down, hit, stand. If split ischosen, then the sequence is entered according to the following test forsplits.

The Boolean test for splits is:SPLIT=(EPB)·({overscore (A)}+A·D)·(K+{overscore (C)}+λ·({overscore(G)}+GH)

where:

-   A RULE_face=1; like face cards only-   B Card One Value=Card Two Value; the pair has equal face value-   C if(card_one_val==1; first card is an ACE-   D Card One Type=Card Two Type; the pair has equal type-   E num_splits<RULE_splits; the hand may split again-   G RULE_splt_(—)10=0; pairs of 10's may NOT split-   H Card One is not 10;-   I if(card_cnt==2; hand holds two cards-   J if[player]].num_splits==0; hand can not have split-   K !RULE_spit_ACES; split only one pair of ACES

7.2 Sequence

The split count for the player is first incremented,p_info[player].num_splits. The top card is moved to the dealer's left. Anew card is dealt to the card on the left. This pair remains hand 0,while the single card on the right becomes hand 1. A new strategy forhand 0 is formulated and returned to the calling function,two_card_play_seq( ). The hand is played out in two_card_play_seq( ),and when the next hand becomes active, hand 1, a second card is dealt.If this hand also holds a pair, the split sequence is entered again.

Hand 1 is dealt a second card at step 783 and the hand is thereafterplayed out. This process continues until further splits are preventedand all hands are played out.

7.3 AlgorithmS=split_num, N=hand_num (of the hand that is splitting), X=S−N−1

The algorithm for creating new hand is:[hand_num][card_pos]: for(i=0;i<x;i++){[s−i][0]=[s−(i+1)][0]}

Always: [N+1][0]=[N][1]; new hand, card 0 receives old hand card 1

Level H0,S0: In the example above, hand 0 holds a pair, A1,A2. No splitshave formed yet, so S=0. N (hand #)=0, and the variable X=S−N−1; X=−1.Card 0 of the pair is A1, card 1 is A2.

Level H0,H1,S1: The pair A1,A2 is split, A1 receiving new card A3, andA2 moving to the right to form H1. Split becomes S1, N=0 (hand 0 issplitting), and X=1−0−1=0. The algorithm loop:for(i=0;i<X;i++) moves card[S−(i+1)][0]−>card[S−i][0]; since X=0, noaction is taken.For each split, card[N][1]−>card[N+0][0], so, card[H0][1]−>card[H1][0];card A2 becomes H1C0, and card A1 remains in hand 0 as card 0;Level H0,H1,H2,H3,S3: The pair A2,A4 has been split so that four hands(H0-H3) are formed. As this occurred, S=3, N=2, X=S−N−1=0. Note thatsince hand 2 is splitting again, N=2. Now the loop is taken:

-   -   for(i=0;i<X;i++) moves card[S−(i+1)][0]−>card[S−i][0]; Since        X=0, this exchange to the new hand is executed: For each split,        card[N][1]−>card[N+1][0], so, card[H2][1]−>card [H3][1]; card A2        becomes H2C0, and card A1 remains in hand 0 as card 0. Card A3        remains as card 0 of hand 1, and card A4 became new card0 of        hand 3. Even though card A5 was dealt to hand 2, no more splits        are possible since the maximum is reached. The process continues        in this fashion.

8. Double Down Action

8.1 Overview

With a call to double_down( ) from two_card_play( ), is represented bystep 785 which determines whether such a play it is permitted under therules of play. A player decision to double down is first qualified bystep 786 and then implemented in step 787. The option to double-down isgranted by permission where house rules govern the qualifying hand. Thecommon qualifier is that the hand hold only two cards. When permissionis granted, the player's motion to double-down is received by the dealerand step 788 results in issuing a third card. The hand is evaluated atstep 789 and flow proceeds to the next active hand at step 790. If thehand was previously split, house rules may prevent a double-down. Thegoverning rules are summarized below.

8.2 Any Two-Card Hand

If the card count for the current active hand is two permission isgranted.

8.3 Hard Two-Card Hand Without Aces

If the hand holds two cards, and neither card is an ace, permission isgranted.

8.4 9,10,11 Hands

If the hand holds two cards and the hard/soft count is 9, 10, or 11,permission is granted.

8.5 10,11 Hands

If the hand holds two cards and the hard/soft count is 10 or 11,permission is granted.

8.6 11 Hand Only

If the hand holds two cards and the hard/soft count is 11, permission isgranted.

8.7 Return from Function

The function is passed not only player/hand data, but previous decisioncodes made in two_card_play( ) as well. For example, if the hand hadpreviously split and the new hand wished to double-down, that decisionis passed from split_seq( ) back to two_card_play( ), and on intodouble_down( ) at step 785. If permission is granted in double_down( ),then a third card is dealt. After action is taken in double downs, thedecision code is passed back to the calling function, two_card_play( ).If a double-down was taken, the hand terminates in two_card_. Otherwise,the hand is played out.

9. Play Dealer Sequence play_dlr_seq( )

This sequence is illustrated by FIG. 51 starting at step 801. The holdcard is turned over in step 802.

9.1 Dealer Has BlackJack

If the dealer has a blackjack as checked by step 803, then there is noneed to continue and step 804 branches action to 805 and the game isreturned to scan winners step 750 of FIG. 49. The dealer's status with ablackjack causes the game to proceeds to the finish sequence shown bysteps 750, recording game data in step 751 and preparing for the nextgame in step 752.

9.2 Evaluate Dealer Hand

A call to evaluate( ) the dealer hand at step 806 determines both hardand soft count for the dealer's two-card hand. Further decisions arebased upon this evaluation which is accomplished as illustrated by steps807, 808, 809, 810, and 811.

9.3 Hard Count Greater Than 16

If the dealer's hard count exceeds 16 he must stand. If the hard countis less than 16, a play loop is entered.

9.4 Play Out Loop

The loop exits when the hard count exceeds 16. If the dealer's handholds a soft 17, house rules stored in variable RULE_soft determinewhether he hits or stands. If he stands on a soft 17, the loop exits andthe sequence terminates. If he hits on a soft 17, a card is dealt atstep 812 and the hand is re-evaluated by step 806.

If the hand is not soft, cards will be dealt until the hard countexceeds 16, at which point the loop exits at step 809. Play proceeds tothe finish sequence 749 et seq.

10. Find Blackjack Hands find_bj_hands( )

Following the two-card-deal sequence, a call to find_bj_hands( )examines each active hand for the presence of an ace and a 10 or a facecard. Any player that holds a BJ receives a status code “BJ” for thathand. This status is different than an ACTIVE status which is necessaryfor processing through the two-card-deal sequence.

11. Finish Sequence finish_seq( )

11.1 Hole Card hole_card( )

The first step in this sequence is to reveal the dealer's hole card witha call to hole card( ) at step 802. If RULE_hole is either first orsecond settings, then the hole card will be turned over. If, however,both cards are placed face up (HOLE_card=2), then no action is taken.

11.2 Scan Players scan_players( )

A call to scan_players( ) starts the process of translating active handsinto final score determinations at step 739. If the hand status isBUSTED, the final score is BUSTED. If the hand did not bust, the hand'sbest count is compared to the dealer's best hand. If the dealer's isbetter, the hand is NO WIN. If the hand beats the dealer's, it is WIN.If the hand ties the dealer's, the score is a PUSH. If the hand is a BJand the dealer's is not, the player receives BJ; if the dealer also hasBJ, the hand is a PUSH.

11.3 Display Score

The final determination is sent to the graphics engine which displaysthe appropriate border and WIN/LOSE graphic for the hand.

12. Strategy Table

12.1 Considerations

Before an appropriate strategy can be formulated, several factors mustbe considered. They are listed below, and each pertains to the playerand his current hand information:

-   -   card count; how many cards have been dealt to the current hand    -   number of splits; how many times has the player split his hand    -   card one value; what is the value of the first card in the hand    -   card two value; what is the value of the second card in the hand    -   dealer's face card value

12.2 Table 1: Ordinary Hands that are Not Pairs Nor Hold an ACE

In order to locate a strategy here, several conditions must be true:

a. Card One must not equal Card Two, unless no more splits are permittedor if card count is >2

b. Neither Card One nor Card Two may be an ACE unless the card count ismore than two. First, the better count of the hard/soft hands iscomputed. The column is found by subtracting 4 from the hand count:COL=COUNT−4. Second, the row is found by subtracting one from thedealer's face card: ROW=dlrFACE−1. Then, table 1 is indexed and theproper code is retrieved. See the tables below.

12.3 Table 2: Two Card Hands that Hold an ACET2=(CARDcnt<3)·[(C1+C2)·(C2=1)]

Go here if the card count is two, and one of the cards is an ACE but notboth. The column index is taken from the card that is not an ACE. Theindex=COL=card val-2. If the request for a strategy originates withinthe HIT/STAND loop of two_card_play_seq( ), and the strategy is found tobe 2 (double-down), the strategy will be modified to HIT. The row indexis found by subtracting one from the dealer's face card: ROW=dlrFACE−1.

12.4 Table 3: Two Card Hands that Qualify as a PairT3=(CARDcnt<3)·[(C1=C2)·(NUMsplits<RULEsplits)]

For this table to be used, the card count must equal two, the two cardsmust be like values (determined by house rule RULE_face_cards), andadditional splits must be permitted. The column index is calculated bysubtracting 1 from the value of one of the cards: COL=val−1. The row isfound by subtracting one from the dealer's face card: ROW=dlrFACE−1.

12.5 Strategy Table Codes

The cells of the tables hold codes that indicate decision moves. Thecodes are: H=hit, S=stand, D=double, P=split TABLE 1 Default TablePLAYER (across top) P D 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21A H H H H H H H H H H H H H S S S S S 2 H H H H H H D D H S S S S S S SS S 3 H H H H H D D D H S S S S S S S S S 4 H H H H H D D D S S S S S SS S S S 5 H H H H H D D D S S S S S S S S S S 6 H H H H H D D D S S S SS S S S S S 7 H H H H H H D D H H H H H S S S S S 8 H H H H H H D D H HH H H S S S S S 9 H H H H H H D D H H H H H S S S S S 10 H H H H H H H DH H H H H S S S S S

TABLE 2 ACE-Hand Table PLAYER (across top) P D A, 2 A, 3 A, 4 A, 5 A, 6A, 7 A, 8 A, 9 A, 10 A H H H H H H S S S 2 H H H H H S S S S 3 H H H H DD S S S 4 H H D D D D S S S 5 D D D D D D S S S 6 D D D D D D S S S 7 HH H H H S S S S 8 H H H H H S S S S 9 H H H H H H S S S 10 H H H H H H SS S

TABLE 3 Splits Table PLAYER (across top) P D A, A 2, 2 3, 3 4, 4 5, 5 6,6 7, 7 8, 8 9, 9 10, 10 A P H H H H H H P S S 2 P H H H D H P P P S 3 PH H H D P P P P S 4 P P P H D P P P P S 5 P P P H D P P P P S 6 P P P HD P P P P S 7 P P P H D H P P S S 8 P H H H D H H P P S 9 P H H H D H HP P S 10 P H H H H H H P S S

13. Player Hand Information

Information about each player position and each active hand ismaintained in a stucture p-info[ployer].

13.1 Structure: p-info[player]

The typedef below shows the structure of p_info: typedef struct { intcard[RULE_splits][MAX_HAND]; // sequence of played cards intnum_splits; // # times hand split < RULE_splits intnum_cards[RULE_splits]; // # cards in each split int count[3][MAX_HAND];// hand count[0] hard,[1] soft, [3]best int status[RULE_splits]; // 0=noplayer, 1=active, 2=bust 3= card dealt face down 4=two cards face down,5=blackjack } hand_info;

13.2 Sub-level: card[RULE_splits][MAX_HAND]

The two fields are indexed by variables: card[hand-num][card-hold]. Thissub-level contains a record of all the cards dealt to a [player]'shands. The number of hands is limited by RULE-splits, as set in thehouse rules. A particular hand is pointed to by hand-num. For each hand,a maximum of MAX_HAND cords may be dealt to that hand, currently set at11. A discrete card is indexed by card_num. For example,p_info[3].card[0][5]=4 says that player 3's base hand(0) holds an ACE(4)in cord position 5.

13.3 Sub-level: num_splits

This is a simple integer that indicates how many times [player]'s handhas split.

13.4 Sub-level: num_cards[RULE-splits]

This array holds the quantity of cards that has been dealt to each handof an active player. The number of hands is limited by RULE-split, andindexed by num-cards[hand-num]. For example,P_info[2].num_cards[2]=0

Indicates that player 2's hand #2 holds no cards.

13.5 Sub-level: count[COUNT_TYPE][RULE_splits]

A [player]'s hand can have a soft count and a hard count if ACEs arepresent. The indices into [COUNT_TYPE] are 0=HARD, 1=SOFT, 2=BEST (thebetter of HARD or SOFT). The field [RULE_splits] is indexed by[hand_num] which points to a specific hand. For example:P_info[5].count[1][0]=17This indicates that player 5's base hand (0) holds a soft 17.

13.6 Sub-level: status[RULE_splits]

Every player position 1-6 (where 0 is the dealer) has at least one handassigned by default, hand 0 (the base hand.) As a game progresses everyhand is assigned a status which is used to identify decisions for whichchoices may be possible. Discrete hands are indexed by status[hand_num].The status codes are listed: INACTIVE 0 BUST 1 ACTIVE 2 SPLIT_DONE 3BLACKJACK 5 SURRENDER 6

13.7 Score Card

Final WIN/LOSE determination is registered in the array:score_card[MAX_PLAYERS][MAX_SPLITS+1]

The first field [MAX_PLAYERS] is indexed by ployer, and points to adiscrete player. The second field, [MAX_SPLITS+1]is indexed by hand_num,and points to a discrete hand. For each active hand, a score code isultimately assigned, listed below: IN_ACTIVE 2 DEALER_HAND 3 BJ 4 LOSE 5WIN 6 PUSH 7 BUSTED 10

14. Card Calculation Card_calc( )

14.1 Hard Count

Any card may have an absolute face value from 1 to 10. Aces count as 1,and face cards are 10. Since there are four of every type in a deck, therange of card types progress in groups of four, beginning with ACES,which are 1-4. All ACES return a of 1 when the argument ace_num>1. Thisyields a hard count.

14.2 Soft Count

When a soft count is desired, the first ACE counts as 11. The argumentace_num must be 1 in order for the function to return a value of 11 whenthe card type is 1-4. After a second ACE is encountered incard[hand_num][card_hold]increments and subsequent calls to card_calc( )will return a value of 1 for an ACE.

14.3 Card Type card_typed

When house rules (RULE_face=1) require that pairs of face cards be ofsimilar type, a call to card_type( ) will a character that correspondswith the card type. For example, a queen is ‘Q’ and a 10 is ‘T’.

Record of Game Data

15.1 Game State data write_game_data( ), get_seed_data( ),get_rules_dat( )

State information about the last played game is written/read from/to aram-disk file, GAME_SET.DAT. The function that reads the file isget_seed_data( ) and get_rules_data( ). When a game session concludes,the file is written by a call to write_game_data( ). Three categories ofdata is written to this file:

1. Initial seed value; once obtained, it should never change unless thefile is corrupted

2. RNG (Mother) state tables; two ten-element arrays of unsigned 32-bitnumbers hold the terminal state of the RNG from the last access of anumber

3. House Rules; the lost revision or update to the house rules are kepton file.

15.1.1 Write Game Data write_game_data( )

Writes all the data to the file GAME_SET.DAT.

15.1.2 Get Seed Data get_seed_data( )

This function is called while initializing a new game. If the fileGAME_SET.DAT cannot be opened or located, the user is prompted toprovide a new start-up seed by pressing a keyboard key. After the seedis obtained it will be subsequently written back to this file. Whenpresent, a new seed is unnecessary, and the function proceeds toretrieve the internal state data for the dual ten-element arrays usedwithin the RNG “Mother.” The arrays mother1[10 and mother2[10] arefilled with the same numbers they held before the machine was shut downthe last time.

15.1.3 Get House Rules get_rules_data( )

All of the house rules settings are stored in the file GAME_SET.DAT atthe conclusion of a game session. To facilitate the pit-boss inreinstating these rules, they are read from file into the game settingsand become the default rules. They may be altered in the rules editor(see pit_boss_ed( )). The parameter TABE=0 from the above listing refersto which of the five tables were used as the basis for setting thecurrent rules.

15.2 Game Hand History game_his( )

At the conclusion of every game, information pertaining to the handsthat were actively played is updated in the file GAME_OVER.DAT. Anexample is printed below:

15.2.1 Version 1

The version of source code rules-21.cis found at the beginning. A shortlist of house rules governing the game are after GAME CHAR:. The numberof games used to compile the data is given as well as the RNG used toselect cards. The date upon which the game was played is printed.

15.2.2 Player/Card Data

Under GAME LOG, some total values are listed. Cards Dealt refers to thequantity of cards dealt to active hands, including the dealer's. CardsRejected is a count of all the cards that did not qualify for theinitial filling of the card tray. Cards Accessed is the sum of the twoquantities above.

15.2.3 Card Histogram

The four arrays under CARD DEAL LOG: DISPLAY BY QTY DEALT indicate thedistribution frequency of cards by card type, where type is a numberfrom 1 to 52. This is repeated again, by percent usage.

15.2.4 Card Tray Data

The card tray from which cards are selected is built into an array whoseis length is the number of decks times 52 cards. The first 52 cards ofthis initial troy are printed as “Card Tray Init.” Throughout game playthe cord tray is shuffled, and the final state of this tray is printedfor comparison as “Card Tray Final.”

15.2.5 Card Tray Index

If either Traditional or Random Balance access to the card tray is used,an index is incremented with each access. The final state of the indexis printed.

15.2.6 Player Hand Data

The sequence of cards dealt to each player is printed by card type.

16. Rules Editor pit_boss_ed( )

16.1 Pit Boss Ed

16.1.1 Initialize Rule Tables init_house_rules( )

This is the entry function into the module PIT_BOSS.C. Its first task isto initialize the house rules with a Call to init_house_rules( ). Houserules are either read from disk or they are generated from default tableA.

16.1.2 Make the Exec Screen

The executive screen is built with a call to mak_exec_scrn( ). Thisbecomes the pit-boss's graphical entry point to the game session. Thelist of items presented allows him to inspect the current default rulessettings or make changes to any of five pre-set tables. This choice willvector to the functions set_table( ) and edit_table( ) where changes toany of the tables is possible. He may also to choose to dump data filesto an I/O port or make adjustments to physical settings, such as speedor light sensor readings. If a brief review of instructions and overviewof the software is necessary, he may call up an on-line document fromitem Read More About The Instructions. When he is ready to commence withthe game session he selects EXIT Screen Now. This restores the defaultgraphics mode and frees up any allocated memory. The editor exits andthe rules portion of the game is entered.

16.2 Init House Rules

If the file GAME_SET.DAT can be found and read, all of the house ruleswill be read into the structure rule_save(below.) The table pointer,tab_indx, is set to point at the lost table used to set the rules. Ifthe file cannot be found the default settings are taken from Table Awith the equate of variable: tab_indx=TAB_A. struct { int num_splits;  // this sets MAX_SPLITS, must be <= 3 int dbl_splt;   // permission tosplit on double-down int splt_10   // permission to split pairs of 10'sint splt_ACES // 0 = no play out on split ACES; 1=play out hands intface_cards;   // 0 = loose, 1 = strict int num_decks;  // up to 12allowed int deal_seq;   // TRAD = 0; RAN_BAL = 1;   FULL_RAN_BAL = 2 intsoft_17;  // STAND_17 = 0; HIT_17 = 1 int double_down;  // 2_CARD = 0;HARD = 1; 9_10_11 = 2;  10_11 = 2 11_ONLY = 4 int surrender;   //YES_SURR = 0; NO_SURR = 1 int hole_card; // HOLE_FIRST =0; HOLE_SECOND =1; BOTH_UP = 2 int game_table; // points to table last used to definerules } r_table;

When the source of the rules has been identified the next task is tobuild a screen with graphics tools and then plug in the rule settings. Acall to set_table( ) builds all but the settings portion of the screen.Before they are filled in, a working image of the screen is saved inbuf_all_B[tab_indx] where tab_indx points to one of five tables thatwill be used to complete the settings column. In a field that is 640×480pixels square, the buff_all_X images are advantageous arrayed from 50,50to 590,425.

Next, an image of the complete screen is desired. This will be saved inthe buffer buf_all_C[tab_indx]. At this time both of the above image areidentical. The whole screen image is defined in an array from 0,0 to640,480.

When the current house rules are to be inspected a specialized screenwill be built from current settings.

The image is saved in a buffer buf_save_rules and when recalled willalways display the current settings. A call to make_save_screen( ) willachieve this. Since there are five rules tables plus another currentdefault table, a six-element array holds information regarding theinitialization of these tables. A ‘1’ indicates the table is done; ‘0’means it has not been built. Here, table_done[5]=1 completes the currentrules table, and the program returns to pit_boss_ed( ).

16.3 Set Table Set_table( )

Use this function to construct a specific table A-E. The workinginterior is a space defined by an array between 50,50 and 590,425. Thescreen title is RULES TABLE X, where ‘X’ is a letter A-E. Three columnsare headed with labels:

RULE TYPE DEFAULT SELECTED

The RULE TYPE column is filled in with the set of parameters for thehouse rules. For the DEFAULT settings that correspond with the indicatedtable A-E, a pair of tables, rule_table_opt[ ], rule_table_opt[ ]inpit_tab.h are indexed to fill text buffers buf_opt[0-7]with the correctdefault value. The option buffers are then written respectively besideeach RULE TYPE parameter beneath DEFAULT.

For each RULE TYPE parameter an image box is created for the purpose ofscrolling the list with a reverse-video box enclosing each item. Theseimage buffers are buf_rule_A·G.

When the screen is built with two completed columns and three columnheaders, the sceen image is saved in an image buffer, buf_all_A, whichhas no selected options under SELECTED. It is defined by an arraybetween 50,50 and 590,425.

The two images, buf_all_A and buf_all_B hold identical information now.As the table's selected option column begins to fill up, buf_all_B, willhold a running memory of the changes, whereas buf_all_A will remainempty beneath that column.

16.4 Edit Table edit_table( )

The purpose of this function is to complete the building of atable[tab-indx] by filling in the SELECTED column with either defaultvalues, or values saved in game_set.dat for this particular table. Ifdefault values are to be used, the function set def_rules (i.e.def_splits( )) will find the default values in tables rule_table_opt[ ],rule_table_opt[ ]and write them beneath the header SELECTED. When done,the working image is saved to image buffer buf_all_B[tab_indx]. Severalhot keys are listed below the screen in order to save/revise the workingscreen. Key F1 allows the table to be edited. F2 accepts the currentsettings, and F3 restores any default settings that were changed. Thescreen exits upon the pressing of F2, after which the entire screenimage is saved in buffer buf_all_C[tab_indx]. If the table requiresediting, F1 will effect a call to edit_item( ) where items in theparameter list can now be changed.

16.5 Edit Item edit_item( )

16.5.1

A new set of hot keys are listed below the working screen in order toedit the screen. The up/down arrows will scroll the RULES column itemsby highlighting the selected item. A right-arrow key or a CR will causethat item to be opened for editing. If at any time the operator issatisfied with the settings, F2 will accept the screen and permitfurther choices. Following any change, the updated screen will bewritten to image buffer buf_all_B[tab_indx]. Prior to exiting thescreen, the entire screen is saved to image buffer buf_all_C[tab_indx].

16.5.2

When a rule parameter in the RULES column is highlighted and waiting foraction, control is passed to function go_edit( ) which serves keyrecognition and follow-through action upon edit items. When the up/downarrow keys are pressed, an array which holds the eight items is eitheradvanced or decremented in order to comply with the arrow. The counterup_it is always incrementing, and modulo-8 division provides a remainderwhich is used by the switch to index into the correct item. When theup-key is pressed, a small array up_it_next[which_ed] revolues thepointer, up_it to the prior element.

16.5.3

If the ESC key or the right arrow key are pressed, the highlighted itemis to be edited. A return from go_edit( ) will enable the calling of theediting function for that discrete item. For example, to edit itemNUMBER OF DECKS a call is made to ed_decks( ).

16.6 Edit Splits ed_splits( )

The number of splits allowed is set here. A dialogue box is firstdisplayed in the SELECT column. Text “Type the number of splits:” isdisplayed. A conio.h function getch( ) is used to retrieve the typedcharacter, which is done as soon as a character is typed (not entered.)A limit of 3 is imposed, and if the character ‘4’ is typed, ‘3’ willdisplayed. The choice above is stored into the rules structurerule_table[tab_indx].num_splits, where tab_indx points to one of thefive tables A-E. The function returns to ed_item( ) where the rest ofthe column is redisplayed and the image buffer buf_all_B is updated forthis table.

16.7 Edit Face Cards ed_face( )

Next, “Type Face Split Options: (0) loose, All Equal to 10 (1) Strict,Pairs of like face Only” is d sec.7, for details about these options.When the user types a character ‘0’ or ‘1’ it is read and the full textselection is displayed. If an out-of-bounds character is typed, thedefault value for this table is used. This choice is stored into therules structure rule_table[tab_indx].face_cards, where tab_indx pointsto one of the five tables A-E. The function returns to ed_item( ) wherethe rest of the column is redisplayed and the image buffer buf_all_B isupdated for this table.

16.8 Edit Double-Down on Split ed_dbl_splt( )

This rule pertains to a split hand and the option of accepting“double-down” upon that hand. Where “(0) No” is selected, a d-down maynot be played on a hand that has split. Text “Double-Down On Split Hand?(0)No(1)Yes” is displayed in the box. A single typed character completesthe selection. If an out-of-bounds character is typed, the default valuefor this table is used. The choice is saved inrule_table[tab_indx].dbl_splt, where tab_indx points to one of the fivetables A-E. The function returns to ed_item( ) where the rest of thecolumn is redisplayed and the image buffer buf_all_B is updated for thistable.

16.9 Edit Split 10 Pairs ed_spt_(—)10( )

This rule pertains to a split hand and the option of splitting a pair of10's. Here, house rule RULE_face applies (see sec. 16.7, above). Adialogue box is written with the text “Split ‘10’ Value Hands?(0)No(1)Yes” A single typed character completes the selection. If anout-of-bounds character is typed, the default value for this table isused. The choice is saved in rule_table[tab_indx].splt_(—)10, wheretab_indx points to one of the five tables A-E. The function returns toed_item( ) where t of the column is redisplayed and the image bufferbuf_all_B is updated for this table.

16.10 Edit Split Aces ed_splt_ACES( )

This rule pertains to a split hand and the option of splitting a pair ofACEs. A dialogue box is written with the text “Play Out Split ACES?(0)No (1)Yes”. If “(1) Yes” is selected, a pair of ACEs may be split andeach new hand played out as normal. However, if “(0) No” is selected,then each ACE automatically becomes the first card of new hand H0 andH1, respectively, and a second cord is dealt to each hand. Both handsare required to stand, and play proceeds to the next active player. Adialogue box is written with the text “Play Out Split ACES? (0)No(1)Yes”, and a single typed character completes the selection. If anout-of-bounds character is typed, the default value for this table isused. The choice is saved in rule_table[tab_indx].splt_ACES, wheretab_indx points to one of the five tables A-E. The function returns toed_item( ) where the rest of the column is redisplayed and the imagebuffer buf_all_B is updated for this table.

16.11 Edit Decks ed_decks( )

Here the parameter that sets the number of decks in use is offered foredit. First, a dialogue box is displayed. Text “Number of Decks: (12MAX) (TYPE 2 digits, or ENTER 1 digit)” is displayed. If a single digitquantity is used, the character must be entered. If a two-digit numberis used, the entry is accepted upon typing the second digit. If anout-of-bounds character is typed, the default value for this table isused. Next, the full text selection is displayed The choice is saved inrule_table[tab_indx].num_decks, where tab-indx points to one of the fivetables A-E. The function returns to ed_item( ) where the rest of thecolumn is redisplayed and the image buffer buf_all_B is updated for thistable.

16.12 Edit Deal Sequence ed_deal( )

Three options are offered for dealing cards: traditional, randombalance, full random balance. First, the dialogue box is displayed.Text“Type Deal Sequence: (0) Traditional (1) Random Balance (2) Full RandomBalance” is displayed in the box. A single typed character completes theselection. If an out-of-bounds character is typed, the default value forthis table is used. The choice is saved in rule_table[tabindx].deal_seq, where tab-indx points to one of the five tables A-E. Thefunction returns to ed_item( ) where the rest of the column isredisplayed and the image buffer buf_all_B is updated for this table.

16.13 Edit Soft 17 ed_soft( )

When the dealer's hand is played out, his soft count may equal 17 if anACE is present. House rules may permit a hit, or they may enforce astand. The two choices are offered here. First, the dialogue box isbuilt.

The text is displayed: “Type Dealer Soft 17: (0) Stand (1) Hit”. Asingle typed character completes the out-of-bounds character is typed,the default value for this table is used. Next, the full text selectionis displayed. The choice is saved in rule_table[tab_indx].soft 17, wheretab_indx points to one of the five tables A-E. The function returns toed_item( ) where t rest of the column is redisplayed and the imagebuffer buf_all_B is updated for this table.

16.14 Edit Double Down Options ed_doub( )

This selection determines what restrictions apply to hands that wish todouble-down.

-   -   2 Card Hands; any hand holding just two cards    -   Hard 2-Card Hands; the hand must have only two cards and neither        can be an ACE    -   9,10,11 Hands; the hand count is nine, ten, or eleven    -   10,11 Hands; the hand count is ten or eleven    -   11 Hands only; the hand count must equal eleven

Text is displayed: “Type Double Down Option: (0) 2 Card Hands (1) Hard2-Card Hands (2) 9,10,11 Hands (3) 10,11 Hands (4) 11 Hands Only”. Asingle typed character completes the selection. If an out-of-boundscharacter is typed, the default value for this table is used. Next, thefull text selection is displayed. The choice is saved inrule_table[tab_indx].double down where tab_indx].double_down wheretab_index points to one of the five tables A-E. The function returns toed_item( ) where the rest of the column is redisplayed and the imagebuffer buf_all_B is updated for this table.

16.15 Edit Surrender Options ed_surr( )

The choices here are binary. The house either permits or does not permita surrender. The dialogue box is built. Text is displayed in the box:“Type Surrender Option: (0) None (1) Allowed”. A single typed charactercompletes the selection. If an out-of-bounds character is typed, thedefault value for this table is used. Next, the full text selection isdisplayed. The choice is saved in rule_table_[tab_indx].surrender, wheretab_indx points to one of the five tables A-E. The function returns toed_item( ) where the of the column is redisplayed and the image bufferbuf_all_B as updated for this table.

16.16 Edit Hole Card ed_hole( )

The dealer's hole card may appear first, second, or not at all. Thesechoices are offered in this selection. First, the dialogue box iscreated. The text is displayed: “Type Hole Card Option: (0) Hole Cardfirst (1) Hole Card Second (2) Both Cards Up”. A single typed charactercompletes the selection. If an out-of-bounds character is typed, thedefault value for this table is used. Next, the full text selection isdisplayed. The choice is saved in rule_table[tab_indx].hole_card, wheretab_indx points to one of the five tables A-E. The function returns toed_item( ) where the rest of the column is redisplayed and the imagebuffer buf_all_B is updated for this table.

16.17 Default Options def_splits . . . def_hole( )

These functions serve to initialize the rules structurerule_table[tab_indx].xxx_yyy with selections that originate either froma saved list of values located in file game_set.dat, or from tableslocated in file pit_tab.h. The variable source indicates which file isto be accessed. When source=1 and the table has not been initialized,consult file game_set.dat. If the table is initialized use the recentlyentered values from rule_table[tab_indx]. When source=0 and the table isuninitialized, the default tables are SOURCE TAB DONE RETRIEVE FROM 0 0Table: rule_table_dat (from pit_tab.h) 0 1 rule_table[tab_indx].xxxx(edited values) 1 X File: saved values (from game_set.dat)

16.18 Make the Save Screen make_save_scrn( )

The purpose of this function is to prepare an edited table's image forpresentation when the user wishes to view all current house rulessettings. For example, if table E was last edited and accepted withkeystroke F2, and the pit boss wished to see the rules currently ineffect, he would choose “View Current Rules Table” from the executivemenu. The screen heading “CURRENT HOUSE RULES” is displayed with all ofthe selections he made in table E. Until he edits another table, thiswill be the default list of house rules every time a new game session iscommenced.

First, two portions of the table image are saved, as shown above. Thefull screen area is cleared and a new screen is created with the twoimage above placed within. After text headings and command lines areadded, the entire image is saved to image buffer buf_save_rules.

16.19 Show Current Rules show_current_rules( )

When current rules settings that are in effect are to be viewed, thisfunction which is called only from pit_boss_ed( ) will display the imagethat has been saved in buf_save_rules. See sec. 15.14 for moreinformation.

16.20 Free Memory free_mem( )

When graphics image are saved, large blocks of memory must be allocated.After the rules editor has been accessed and the game begins, theallocated is no longer needed. This function frees it up for otherresources.

17. Compilation and Files

The following indicates compilation and files

17.1 Compiler

Watcom C/C++, Version 11

17.2 Source Files

rules_(—)21.c

pit_boss.c

transfer.c

send.c

bit_bit.c

game_comm.c

17.3 Include Files

21_cnst.h

pit_tab.h

21_type.h

rules.h

pit_boss.h

21_cnst.h

21_type.h

rules.h

cardsnd.h

rule_tab.h

sys_cnst.h

grf_type.h

grf_inc.h

grf_prot.h

sys_type.h

sys_glbl.h

sys_inc.h

sys_prot.h

17.4 Libraries

cardsend.lib

fg32.lib

fg32dpmi.lib

17.5 Files Necessary to Operate Game

17.5.1 game_his.dat

This file holds records of the ten most recent games, including playerwin/lose status and card usage data.

17.5.2 game set.dat

Start-up settings for the next game session are stored in this file,including the original seed for the RNG.

17.5.4 dos4GW.exe

An executable file that serves to access protected mode memory.

17.5.5 cardlib.snd

Several recorded sounds are stored in this file for use by the soundblaster card. Specifically, the sounds of shuffled cards and cards beingdealt are saved here.

17.5.6 21play.exe

An executable file that runs the game.

18. Communications Module game_comm( )

18.1 General Description

This module performs a polled retrieval of serial data from a specifiedport, and transmits serial data via the same port. The port is connectedto the game hardware interface PCB where the following information iscollected and assembled into a ten-field data string:

-   -   Shoe switches (hit, stand, d-down, deal/cut, split)    -   Lock status    -   System status    -   Sensor data, up to 14 optical bet sensors

The port is operated at 19.2K baud without flow control. If the hostreturns an ACK the bet sensor will remain idle.

If the host returns a NAK, the bet sensor will retransmit the data.

18.2 Received Data String

18.2.1 Field One: Keypad Data

The first white-space deliniated field contains keypad data from theshoe. Valid keys are 1-16, where an active key sends a ‘1’. A stringwill be sent every time a valid key is pushed.

18.2.2 Field Two through Eight: Bet Sensor Data for Players 1 to 7,respectively. Each of the seven fields is coded as follows:

-   -   0=no insurance bet, no game bet    -   1=no insurance bet, game bet in place    -   2=insurance bet in place, no game bet    -   3=insurance bet in place, game bet in place

A new record will be sent every time a bet has changed.

18.2.3 Field Nine: System Status and Lock Data

-   -   Bit assignment for field 9.        -   tx_dat.a.switches=0;        -   if (!RA4) //Pit Boss game modify switch active            -   tx_dat.a.switches+=1;        -   if (!RD0) //Pit Boss power off switch active            -   tx_dat.a.switches+=2;        -   if (RD1) //Door interlock 2—True—Inner door is open            -   tx_dat.a.switches+=4;        -   if (RD2) //Door interlock 1—True—Outer door is open            -   tx_dot.a.switches+=8;        -   if (RC5) //Spare            -   tx_dat.a.switches+=0×10;        -   if (Hz60) //1=60 Hz 0=50 Hz            -   tx_dot.a.switches+=0×20;        -   if (sense_(—)0_ok) //True sensor 3,2 is above minimum value            -   tx_dat.a.switches+=0×40;        -   if (sense_(—)1_ok) //True sensor 3,3 is above minimum value            -   tx_dat.a.switches+=0×80;

Sensors 132 (above coded as 3,2 and 3,3) are ambient light sensors.Sense_(—)0_ok and sense_(—)1_ok will be set if minimum light levels weremeasured on these respective sensors during the bet light detectionprocess. It is the responsibility of the host as to accept thereliability of the individual player bet sensors if there is a problemwith either the ambient light sensors.

18.2.4 Field Ten: Check Sum

A simple 8-bit checksum aver the first nine fields with no carry iscomputed and transmitted.

18.3 Received Data Structure

Incoming data is organized within game_com( ) into the followingstructure: Struct bim{ Byte keypad; Byte bet_status[7]; Byte switches;Byte check_sum }; Union{ Struct bim a; Byte packet[10]; }; tx_dat;

For example, when shoe data is inspected the location tx_dat.a.keypad isexamined.

18.4 Game_Comm gome_com( )

When needed, calls to game_comm( ) are made from the rules modulerules_(—)21.c. Before the function is called, the part is initialized ina call to a Greenleaf Commlib function:PortOpenGreenleafFast(COM2,19200L,‘N’,8,1)The function game_comm( ) first looks to see if new data is in thereceived buffer of the serial port. If the buffer is not empty, thevolume of data must exceed 20 bytes before the buffer is read. Next, aNAK is sent to the PCB for a retransmit of data. Then, a “c” is sent inorder to calibrate the bet sensor. Finally, a function serial_purse( )is called.

18.5 Serial Parse Serial_parse( )

The purpose of this function is to fill the data structure tx_dat.a.xxxwith the received string. The string is first read into buffer rx_data.The data fields are parsed into tx_dat.a.xxx. The checksum is computedagainst the nine fields and is compared against the received checksum infield ten. If the two don't match, a NAK is sent requesting aretransmission of the data. If the transmission is valid, a ACK is sentinstead.

18.6 Receive Data Rev_data( )

This function works to retrieve each character in the transmission bycalling a Greenleaf CommLib function ReadChar(port) Until a carriagereturn is found, the data is read into array rx_data[ ].

18.7 Send Data Send_data( )

This function serves to assemble a message string for transmission tothe UART on the communications PCB. A Greenleaf CommLib functionWriteString(port) handles the physical layer task of transmitting thedata.

On power up (or any time the bet system is not responding) the Host willsend a “c” to the bet sensor to calibrate the bet optics. The bet sensorwill respond with an “ACK” if minimum light levels are present on allsensors. A “NAK” will be sent if those levels have not been attained.The following is the diagnostic output from the bet sensor when thefollowing single character are sent from the host.

Ascii Character “d”

This display shows the raw analog data the 16 possible bet light sensorsfor one AC line cycle.

-   -   Values can range from 0 to 255.    -   aval00=141 //bet player 1    -   aval01=0 //insurance player    -   aval02=0 ″    -   aval03=0 ″    -   aval10=0 ″    -   aval11=0 ″    -   aval12=0 ″    -   aval13=0 ″    -   aval20=0 ″    -   aval21=0 ″    -   aval22=0 ″    -   aval23=0 ″    -   aval30=0 //bet player 7    -   aval31=0 //insurance player 7    -   aval32=0 //ambient light sensor 0    -   aval33=152 //ambient light sensor 1    -   Ascii Character “f”    -   This display shows the raw analog data the 16 possible bet light        sensors for one to six AC line cycles.    -   Values can range from 0 to 255 and 1 to 6 line cycles. The        format is a-d val/line cycles.    -   The brighter the light    -   aval00=140/1    -   aval01=1/6    -   aval02=0/6    -   aval03=0/6    -   aval10=0/6    -   aval11=0/6    -   aval12=0/6    -   aval13=0/6    -   aval20=0/6    -   aval21=0/6    -   aval22=0/6    -   aval23=0/6    -   aval30=1/6    -   aval31=0/6    -   aval32=0/6    -   aval33=151/1

Power Failure Recovery

Any interruption to the computer/hardware power supply that issufficient in causing the computer to reset automatically result in thegame rebooting into a replay mode. No user intervention is required toassist the replay mechanism. The game will immediately enter the replaymode and all data from the previous game that was interrupted will berecalled from non-volatile CMOS memory and fed into the (1) decisionmaking engine, and the (2) card selection engine. The game will playautomatically up to the player and card at which the power was lost.

When a new game is played vital data about the game is entered intoholding buffers. With every state change in the game the buffers arewritten to NV-RAM, thus preserving the recent history of game statechanges. A few of the important state changes that are necessary toreplay the game are:

a) Active Players; when a game is replayed, only the active positionsfrom the last game are again active

b) Shoe Decisions; all decisions that result in stand, double-down, hit,split actions originate in shoe switches, and are recorded serially asthe game advances

c) Card Selection; every card that is dealt to either a player or thedealer is drawn from an electronic card tray that is randomly filledduring the shuffle/cut sequence. When a card is drawn, its number isrecorded serially in a buffer

d) Insurance Players; when a dealer shows an ACE, an insurance sequenceis entered and any player who places an insurance bet is recorded in abuffer which is later saved to NV-RAM. This information is used duringreplay to accurately replay the insurance bet.

The active window during which the above data is recorded begins whenthe first card is dealt and ends after the dealer has played out hishand. If the power drops during the dealer's playout sequence, his cardswill be restored to the point at which power went down. In any replay,after the last decision which was saved from the previous game isexecuted, all new cards will be drawn from a new card tray.

Further Alternative Embodiment using Slot Symbols

FIGS. 52-54 show a still further preferred embodiment gaming systemaccording to this invention. The system shown in these Figs. issubstantially the same as the system of FIGS. 40-51, and very similar tothe systems of FIGS. 1-40, and can include most or all of the variousoptions discussed with regard to all embodiments described herein.Additional features of the system of FIGS. 52-54 will now be described.

The system of FIG. 52 also has a set of slot symbols which can beassociated with the virtual playing cards dealt to the participants.FIG. 52 shows a slot symbol secondary display 900 which facilitates theplay of card games have the added slot symbols and related features.

FIG. 53 shows the slot symbol secondary display 900 in greater detail.Display 900 has a pay line display 902 which includes at least one, andpreferably a plurality of slot symbol positions 903. The slot symbolpositions can be assumed by slot symbols chosen from a total set of slotsymbols. The slot symbols can the same as a variety of know slot machinesymbols used in a variety of know slot machines of the knownconstructions. One advantage to the current invention is that the totalset of slot symbols can be very large and is not limited by the numberof physical stops existing on traditional reel slot machines. In theorythere is no definite limit to the number of slot symbols which can beemployed. More practically, the participants interested in using thesystem of FIG. 52 will likely prefer a total set of slot symbols whichis large enough to allow a wide degree of flexibility in determiningodds, while also allowing the regular players to have a full workingknowledge of the symbols which are available. FIG. 53 shows some of themore common slot symbols which as suitable for use. These include thesymbols “7” shown in window 906; the symbol “triple BAR” shown in window907; the symbol “double BAR” shown in window 908; the symbol “singleBAR” shown in windows 909 and 910; and the symbol “cherry” shown inwindow 911. There is also a blank window 905 which is used to depict thepossibility of have a changeable display contained therein wherein avarying symbol or symbol combination can be presented.

FIG. 53 also shows a second column of windows 915-921 which are used tostate the payoff for a given symbol or symbol group which may bereceived and for which a jackpot will be awarded. Window 915 is blankand is used to indicate a changeable display which may alternatively, orcoorndinately change with the symbol or symbols presented in changeablepayoff display 905. Windows 916-921 represent more traditional payoffschedule information showing what jackpot or jackpots will be awarded toa player or other participant for receiving a given slot symbol or groupof slot symbols. In the system of FIGS. 52-54, the system is configuredto ordinarily consider three slot symbols, as indicated by the threewindows 903 on the pay line display 902.

FIG. 54 shows a typical preferred player display 118 having most of thesame features as discussed elsewhere herein. Similar numbers are used toindicate similar parts and features. One difference is the ante betdetector 980 which optically or otherwise detects the placement of abetting chip thereon to indicate optional participation of a player inthe slot symbol secondary game aspect of this system. The ante betdetector can also be able to detect the value of the ante chip or chipsplaced thereon in alternative configurations, such as discussed above inconnection with other betting chip detectors. The ante can also be paidfrom an electronic account, or paid in fashions suitable to the playersand casino.

FIG. 54 further shows the slot symbols are displayed in one or more ofthe vitual cards 142-146 by displaying slot symbols 941-946 near thelower left corner of each virtual card. In the configuration shown, onlythe first three vitual cards received are considered as the slot symbolgroup for determining the award of any jackpots. The symbols 944-946 canbe displayed, or alternatively, they can be suppressed from the display.

The slot symbols considered from the first three player cards aredepicted as three of the some “double BAR” slot symbols. This istypically a symbol group for which a jackpot would be awarded, assuggested in the payoff schedule at windows 908 and 918 wherein it isindicated that such a combination of slot symbols would result in apayoff of 500 times the ante bet.

The player display shown in FIG. 54 further shows a primary pay linedisplay 952 having display windows sections 963 which depict the slotsymbols associated with the players first three cards dealt, namely,142-144 which were associated with slot symbols 941-943, respectively.Additional Operation and Methods

Additional aspects of the novel methods and operation of system 60 arenow further described. The methods are for playing a live card gameinvolving a plurality of live participants. The live participantsincluding at least one player and at least one dealer. The liveparticipants attend the card game personally about a gaming table.

In one aspect the methods include providing at least one presentationunit which is supported by the gaming table and has a viewing face whichis available for viewing by the participants attending the game aboutthe gaming table. The providing step occurs by constructing or havingconstructed a gaming table with system, such as system 60, retrofit orotherwise installed thereon.

In another aspect the methods include displaying a plurality ofchangeable participant display images from at least one provided in theform of discreet displays are shown herein, or part of a large displayif practical in terms of positioning about the gaming table. Thedisplaying step involves providing participant display images whichinclude playing card images indicating virtual playing cards dealt orotherwise assigned to the live participants.

The methods further advantageously include processing data using atleast one game processor. The processing of data is advantageously usedto perform a number of data processing functions as have been describedherein. Of particular interest are the data processing steps whichprovide the following steps or functions. In one aspect such involvesproviding game rules which at least partially administer play of thecard game. In another aspect such involves defining a stack of virtualplaying cards having one or more decks of virtual playing cards includedtherein for use in playing the card game. Such decks can be conventionaldecks, abbreviated decks, or decks of unusual composition depending uponthe card game being played.

The preferred data processing function further includes shuffling thestack of virtual playing cards to produce a stack sequence whichdetermines the order of virtual playing cards dealt or otherwiseassigned to the participants. The stack sequence referred to can be donein a single time frame, such as by using the traditional shufflediscussed above. Alternatively, such shuffling can be done on anintermittent basis to perform the continuous random shuffle, randombalance shuffle or other shuffling routines on the fly as cards need tobe dealt or otherwise assigned in play of the card game.

The data processing functions can further include dealing virtualplaying cards to participants from the stack according to the gamerules.

The data processing functions further advantageously include instructingthe participant video displays to display at least playing card imagesindicating virtual playing cards assigned to the participants, saidvirtual playing cards assigned to the participant forming theparticipant's cord hand. The instructing step relative to participantvideo displays can also include presentation of additional informationas detailed above.

The methods of this invention further involve controlling ploy of thecard game using at least one dealer control, such as dealer control keys85-89. The dealer control keys act as dealer control sensors which arecontrollably activated by the dealer to control action of the card game.This control action includes at least dealing of virtual playing cordsto the participants. The description given above further details othercontrol actions of the dealer's operation of the system.

The novel methods can further include recording game action for the cardgame being played to enable subsequent analysis or replay. This can bedone using the mother board memory described above or by recording thedata on a remote memory device (not shown), such as connected throughserial port 187. The analysis will likely be performed at some otherlocation on a different data processing unit so that operation of thegaming table is not impeded.

Additional methods according to the invention can include reversing theaction of a game to remove or bock-up one or more steps performed inplaying the game. This is indicated at step 743 of FIG. 49 and requiresauthorization from a pit boss using a key as read in step 742. The gamecan thus be backed up and resumed at a prior ploy. Security is assuredby performing the doors open step 744 which can suspend play at step 745if the security doors are open or allow the player to decide his nextmove as shown in step 746.

The novel methods can also include replaying one or more sequence stepsof the game to show a participant the action which has transpired.

Methods according to the invention may further include displaying asimulated stock image, such as at first dealing shoe display 81. Thisdisplaying can be further enhanced by display of a cut cord image, andmoving or adjusting the cut card image to simulate playing of the stack.

Methods according to the invention can further include sensing placementof betting chips by a player, such as at betting chip detection zones120 using sensors 121. This is advantageously done for purposes ofindicating participation in the card game.

Another method according to the invention can include sensing placementof betting chips by a player for purposes of indicating an insurance betbeing placed in the cord game, such as at insurance bet detection zones130 using sensors 131.

The methods involving sensing the betting chips can be enhanced by usingbetting chips which are encoded to allow determination of the value ofthe betting chips. Such methods can further include sensing the value ofchips placed by the players.

As explain above in the preferred methods the decisions of the playersare effected by communicating instructions from the players to thedealer. These indicate playing decisions being made by the player incarrying out ploy of the card game. The dealer then implements theplayer's decision using dealer controls which perform by controlling thedata processing and other functions of the card game system.

The methods according to this invention can use shuffling processeswhich are performed in a manner which reorders the stack after each cardis dealt from the deck. The continuous random shuffling and randombalance shuffling described above perform this function. The shufflingfunction can also be effected using a shuffling process which reordersthe stack after each card is dealt from the deck, the reordering beingperformed after excluding any cards which have been dealt and arecurrently in the hand of a participant. This latter shuffling isperformed by the random balance shuffling.

The gaming system of FIGS. 52-54 is additionally novel in its operationand methods by including the steps of associating slot symbols, such assymbols 941-946 with virtual playing cards dealt or otherwise assignedto the participants. All or some of the virtual cards may be enhanced byassociating one or more slot symbols thereto. The associated slotsymbols can be associated automatically with all cards or only thevirtual playing cards for those players who have wagered an optionalante bet, such as by placement of a better chip at ante chip detector980. The association of symbols with the virtual playing cards can bequalified by the ante bet, or it can occur for all cards and the slotsymbols can be selectively displayed depending on game rules or optionalparticipation by placement of an ante bet.

The association of slot symbols is preferably a separate process in thegame software apart from the random number assignment of virtual cardsin the stack of virtual cards. This preferably independent processcauses the variable association possibilities to be very large. This isimportant in providing a large number of possible odds. Since the slotsymbol set can be defined to include multiple copies of the same symbolsthe different probabilities of symbols or groups of symbols canessentially be tailored to achieve large frequencies of winning slotsymbols or combinations of symbols, or very low frequencies of winningsymbols or combinations of symbols. These can be held constant or variedover time or with different machines or different versions of gamesplayed on each machine.

The novel methods involving the system of FIGS. 52-54 further preferablyinclude displaying the slot symbol or symbols. This can be done on theplayer displays, or upon all participant displays. This is preferablydone using the pay line display section 952 at player pay line displaywindows or frames 961-963. It is also alternatively or additionallypossible to display the slot symbol or symbols upon the secondary payline display 902 of slot symbol display unit 900. Other alternativemanners and modes of display can also be used.

The preferred methods for using the system of FIGS. 52-54 also includeawarding jackpots to players or other participants who receive a winningslot symbol or combinations of slot symbols which make up a winningsymbol group.

The slot jackpot aspect of the system of FIGS. 52-54 is also importantin that it adds an additional dimension to the play of the blackjack orother virtual card game. For example, a player may have two slot symbolsreceived in association with the first two virtual blackjack cards dealtto that player. If these two virtual cards are a winning slotcombination, then this may affect the players decision making relativeto receiving additional cards. In one instance the player may go for abigger jackpot on the slot symbols while possibly risking loss of theblackjack hand. The slot jackpot awards can be made completelyindependent of the virtual card hand, or the slot awards can be madeconditional upon not busting or other game parameter. The added nuancesprovided in playing the dual aspect of this game may prove to be ofparticular attraction to some people who particularly enjoy complexgaming phenomenon.

The numerous methods according to this invention preferably involvedigital data processing functions and processes. This allows high speed,accuracy and clarity of display images. Alternative Embodiment SlotMachine Game System and Methods

FIGS. 55-70 illustrate a further embodiment gaming system according tothis invention. The gaming system of these Figs. is similar to the otheralternative gaming systems described herein with certain modificationsand enhancements which will now be described in greater detail. Thestructural and data processing components included in this gaming systemincludes a presentation unit 1100, a data processing and controllersection (not shown) similar to game processor section 90 describedabove. The gaming system of FIGS. 55-74 also includes a dealer controlmodule 1300 which is constructed the same or very similar to dealercontrol 80 described hereinabove. The presentation unit 1100, gameprocessor, and dealer control module 1300 are the same or essentiallythe same as the gaming systems described hereinabove and such priordescription will not be repeated for the sake of economy.

Presentation unit 1100, shown best in FIG. 55, includes a dealer display1102 and six player displays 1103. The displays can be a single displayor plural displays as is preferred in the illustrated construction. Inan alternative construction (not shown), one or more of the dealer andplayer displays may alternatively be provided by a projection typedisplay wherein known projector television, holographic or othersuitable display technology is used to provide the images describedherein. The desired display technology is preferably encased in a cover1106 to prevent tampering by unscrupulous dealers or players.

The player displays 1103 have associated player display images 1133 and1134. FIG. 55 shows an attract mode display image 1133 which is merelyshown in outline but is detailed in FIG. 56. FIG. 55 also shows a playerparticipating display image 1134 which will be discussed in greaterdetail below.

The player displays 1103 form part of associated player stations whichalso include a betting zone 1120 having associated betting sensors 1121for detecting betting chips placed thereon to indicate participation bya player in the game. The player stations further include additionalwager zones 1136 which detect additional wager chips placed thereinusing additional wager sensors 1137. The manner in which additionalwager zones 1136 and sensor 1137 are used is further detailed below.

The player stations also preferably include bonus symbol betting zones1130 which have associated bonus symbol betting sensors 1131. The bonussymbol betting sensors detect presence of a gaming chip placed thereinto assure and allow recording that a player has elected to have a bonussymbol assigned to that player in response to placement of a bonussymbol ante bet by the players electing to do so.

FIGS. 55 and 73 show that the dealer station has a dealer display 1102which has several different active display areas 1141, 1142, and1144-1147. The first display area 1141 is used to present variousmessages to both players and the dealer. FIG. 73 shows one messagedirected to players. FIG. 74 shows another message directed to thedealer.

FIG. 73 shows that the dealer display 1102 can further include a seconddisplay area 1142. The second dealer display area 1142 canadvantageously be used to prompt the dealer when dealing is the nextappropriate step in the play of the game.

The dealer display also preferably includes card symbol display areas1144-1147. In typical operation, these display areas are used to displaydealer symbol display images such as 1345 shown in FIG. 73. Symbols orcard symbols can be displayed in any of the areas 1144-1147. Thesedisplay areas can also be used to display common card and bonus cardlegends as shown in display areas 1144 and 1147 of FIG. 74. A preferredmanner of presentation and utilization is further discussed below inconnection with operation and methods for the gaming system.

The gaming system also preferably includes a dealer control module 1300illustrated in FIG. 71. Control module 1300 is the same or very similarto dealer control module 80. It includes dealer module display ordisplays 1304 and 1306 which appear through openings in case 1302. Acontrol key switch 1308 is provided as explain above. Speed of playadjustment key switches 1321 and 1322 are included to allow the dealerto change the speed of game play. Audio messages can be provided and thevolume of such audio messages can be changed using volume adjustmentkeys 1323 and 1324. Dealer control 1300 also includes a dealer controlkey 1325 which can be described as a deal key switch to control basicoperational progress of the game.

FIG. 56 shows a preferred attract mode player display image 1133. Inthis preferred display image information can be presented showing thepayoff schedule or other rules of ploy applicable to a particular gamesystem. FIG. 56 shows wild card symbols 1153 which can be used to matchany other symbol. According to one preferred manner of play a player whoreceives four wild card symbols assigned to the player's assigned symbolsubset receives a payoff of 50,000 times the players wager. Three suchwild curd symbols received by a player provides a player payoff of 1000times the wager. Similar information is presented in FIG. 56 with regardto additional slot-type symbols such as the illustrated triple barsymbol 1151, cherry symbol 1152, orange symbol 1156, plum symbol 1157,numeral seven symbol and other desired symbols as illustrated orotherwise known or created for use in the gaming systems of thisinvention.

FIG. 57 shows another player display image 1134 and adjacent playerstation features at an initial stage of play. The attract mode image1133 of FIG. 56 is preferably automatically eliminated and replaced bythe image of FIG. 57 when a player places a betting chip 59 into thebetting chip zone 1120 as detected by sensor 1121. The image of FIG. 57has a first participation display zone 1167 which can be used to displaya variety of messages to the players as will be indicated in subsequentFIGS. 58-67.

The preferred player display participation images 1134 have slot carddisplay areas 1161-1164 for displaying first, second, third and fourthsymbol display images according to varying possible rules of play. Inone preferred manner of play, the three display areas 1161-1163 form apay line display of three symbols which form the equivalent of atraditional slot machine. In such preferred embodiment, the fourthsymbol display area and associated image are used to display an optionalfourth symbol card or symbol purchased by a player for an additionalbonus symbol ante. The bonus symbol ante is preferably detected by thebonus bet sensor 1131 when a typical betting chip is placed within bonuschip detection zone 1130 (see FIG. 55).

The player display image shown in FIG. 57 is shown enlarged and atinitial play stage in FIG. 58. In this stage of game play, the playersymbol display areas 1161-1164 have open display image areas indicatingthat no card or symbol has been assigned. The upper display area 1167has a message 1177 has an introductory meaning indicating the potentialwinnings and wishing the player good luck. The lower portions of thedisplay are also advantageously provided with lower display indicators1165 and 1166 which are used routinely to indicate whether the playerhas won or lost a particular play of the game or to prompt the playersinto making decisions.

FIG. 59 shows a next stage of play after FIG. 58. The dealer has checkedmanually to see that all participants have placed there wagers in zones1120 and assured that play should begin. The dealer then depresses thedeal key 1325. A first slot card image is displayed in display area 1161with the image 1171 advantageously composed to simulate the back face ofa symbol playing card. This provides a desired analogy to virtual cardswhich present and are assigned virtual symbols from a defined set ofvirtual symbols variously determined by the rules of the particular gamesystem and its associated programming. FIG. 59 also shows that thesymbol display areas 1162-1164 remain open and without either a cardback image or a card face or other symbol image.

FIG. 60 shows a still further stage of game play wherein the firstsymbol display area 1161 has been modified to provide a display image1171 which shows a double bar symbol in a preferred presentationsimulating a card symbol face. The second symbol display area 1162 hasbeen modified to provide an image 1172 which simulates the back face ofa symbol card. Symbol display areas 1163 and 1164 are still open andwithout either a card back image or a card face or other symbol image.

FIG. 61 shows a further stage of game play subsequent to the stageillustrated in FIG. 60. In FIG. 61 the second symbol card image 1172shows the virtual symbol assigned to this player. The third and fourthsymbol display areas 1163 and 1164 have been altered to show simulatedcard back faces. At this stage of play, the player has received twovirtual symbols displayed and the pay line con be reviewed to see if anymatches have occurred in the typical fashion known in connection withslot machines. FIG. 61 shows two displayed symbol images 1171 and 1172which do not match according to the rules of the game. The upper displayarea 1167 has been modified to show a message with reduced potentialbest hand odds. Such odds are associated with the player receiving wildcards in the slot card 3 and bonus card positions.

The stage of play illustrate by FIG. 61 can advantageously be providedby automatic programming operation in response to the dealer's initialcontrol of the game by depressing key 1325. Such preferred automaticdealing and display of the symbols for the first two virtual symbolsassigned to each player and the dealer then stops to allow potentialdoubling of the player's wager as is shown in FIG. 62.

FIG. 62 shows a still further stage of game ploy subsequent to the stageillustrated in FIG. 61. At this stage the dealer has called forpotential additional wagers. This can be implemented by prompting theplayer using display areas 1165 and 1166 to display the message “double?” which in the preferred rules of play are queries asking the player ifhe or she would like to double down or double the original wager.Although the practicalities suggest using a doubling wager as the onlypossibility, it may alternatively be possible to have different valuesfor the additional wager amount depending on the rules of play andprogramming of the game system.

FIG. 62 further shows that this particular player has chosen to place adouble down additional betting chip 59 into the additional wager zone1136 so that the additional wager is detected and signaled to the gameprocessor using the sensor 1137.

FIG. 63 shows a subsequent stage of play after the stage illustrated inFIG. 62. The dealer has called and checked visually to make sure thatall players have placed any desired double down wagers. The dealer thenproceeds to depress the deal key 1325 to progress the game to the nextstage or stages. This is illustrated in FIG. 63 by the display of athird virtual symbol image 1173 in the third symbol display area 1163.As illustrated, the wild card symbol in the form of a dollar sign hasbeen assigned to this player. The lower display areas 1165 and 1166 havebeen altered to query whether the player wants to place an optionalbonus bet to receive a bonus card or symbol. This can be done at bonussymbol detection zone 1130.

FIG. 64 shows a stage of play subsequent to that shown in FIG. 63. Thedealer has again assured each player the possibility of placing theoptional bonus bet. In the situation illustrated in FIG. 64 the bonussymbol has been assigned and is a numeral seven symbol. This matcheswith the similar symbol in image 1172 and the wild card symbol 1173.Thus the player is a winner when the assigned participant symbol subsetis reordered as shown in FIG. 65. The displays 1165 and 1166 can beprovided sevens and wild card in alignment for easy player recognition.

FIG. 66 shows an alternative player display image wherein the player hasnot placed a bonus wager and the bonus card display 1174 is modified tohave a circle-bar overlay image indicating that no bonus card symbol hasbeen assigned for consideration in the player's symbol subset. The lowerdisplays indicate that this player has not win a payoff because of theplayer's subset does not compare favorably with a pre-defined payofflist programmed into the rules of the game system controller. The payofflist can include various programming techniques to define the winninggroups of symbols and the associated payoff amounts.

FIG. 67 shows a still further alternative player display wherein theplayer has elected to place a bonus wager, but the virtual bonus cardsymbol is an orange symbol. The resulting player virtual symbol subsetassigned to this participant is not a winning group of symbols and thedisplays at both top and bottom contain messages 1175-1177 indicatingsuch.

FIG. 72 shows the dealer display 1140 at the stage of play correspondingto the prompt of the participating player to decide whether to place anadditional or “double down” wager. The deal display area 1142 indicatesthat dealer action is required to resume ploy of the game. The symbolsubset assigned to the dealer as a participant in the game has not beenrevealed as indicated by the card back images in display areas 1145 and1146.

According to one preferred method of playing the game system the firstvirtual symbol assigned to the dealer is displayed as image 1345 of FIG.73. This symbol can advantageously be a common card which is shored bythe dealer and all players as the virtual symbol assigned to eachplayer's subset. In the play illustrated by FIG. 73, the common orshared symbol is a wild card symbol and this is included in eachparticipants symbol subset. FIGS. 65-67 show this shared or commonsymbol card as the third displayed symbol image 1173.

FIG. 74 shows a further stage of game ploy wherein the dealer's secondassigned virtual symbol is also a wild card symbol in the form of adollar sign image 1345. This illustrates a further rule of play whichcan be included. The payoff list provides for payoffs to each player ifthe dealer has 2 or more wild cards assigned as the dealer's virtualsymbol subset. If the dealer receives two wild cords, then the dealer isprovided with added virtual symbol assignments which are displayed indisplay areas 1144 and 1147. This continues until the dealer is assigneda symbol card which is not a wild card. FIG. 56 indicates a payoff listwhich includes both winning groups associated with player virtual symbolsubset assignments and dealer virtual symbol subset assignments. Theserules are illustrative and can easily be modified by changing the numberof different virtual symbols and the frequency that each symbol existsin the total set of available symbols from which the virtual symbols oreassigned to the participant players and dealer. Since the programmingcan be varied in almost limitless ways with different winning groups forplayer winning groups and dealer winning groups, the statisticalperformance of the game systems can be finely tailored to achieve alarge number of low payoff amounts at a high frequency while alsooffering very high jackpot amounts for winning symbol combinations whichappear very infrequently.

FIG. 74 shows the dealer display with an end of game image shown in theupper portion of the display. Each player has a representative circle1361-1366 which instructs the dealer what payoff is needed in view ofthe play of that particular round of the game. Message area 1368 canalso be used to indicate that the dealer pays every player ten timestheir wagers because the dealer symbol subset in that round of playincluded a winning group of two wild card symbols. The winningsassociated with the player symbol subsets and dealer symbol subsets arein one form of the invention independent. This allows all players toeffectively have excitement over the player's subset and the dealer'ssubset in each round of play. This enhances play and excitement of thegame.

FIGS. 68-70 additionally illustrate the preferred operation andprogramming of the game system. The start of a new round of ploy isshown in block 1201. Players are prompted to place their bets by eitheror both the dealer and/or the one or more of the displays of thepresentation unit 1100. At stage 1203 the players perform by placingtheir wagers, such as at betting zones 1120. Block 1205 indicates thecheck by the dealer for all bets being in place. If not then the programrecycles to 1201 until the dealer hits the deal key as shown in block1209. The active players are registered into the game record at stage1211 to record play of the game. The game controller then proceeds todeal or assign the three virtual symbol or symbol cards to each player.Block 1215 illustrates the display of the virtual symbol images to eachplayer. This can be done simultaneously to speed play of the game andimprove performance to the casino.

FIG. 69 further shows block 1217 which indicates that the playersreceive a displayed message indicating the possible win, such as atmessage line 1177 (FIG. 58). Block 1219 illustrates the call by thedealer for any additional wagers. Any player their additional wager asrepresented in block 1221. The dealer checks to determine if all betsare placed at block 1223. If all bets are placed then the game processcontinues along path 1225 and the dealer depresses the deal key asrepresented at block 1227. If not, then it recycles by path 1224 toallow completion of the additional wagering.

Block 1229 indicates that the dealer collects the bets at this stage ofplay. The common card is then displayed at block 1231. Any appropriatemessage is displayed at block 1233. The non-winning subsets areprocessed at block 1235 and these player positions are renderedinactive. Players can then continue optionally by placing the bonussymbol wagers as represented by the dealer's call in block 1237 andplacement of the bonus bets in block 1239. The dealer checks to see ifall bets are placed. If not the process proceeds by path 1242 to allowcompletion of betting. If completed, then path 1243 is pursued and thedealer depresses the deal key to resume play of the game.

Path 1246 continues the process to FIG. 70. Block 1247 indicates a gameprocessor step which checks to see if bets have been placed. If so, thenpath 1248 is pursued and the assigned bonus card is displayed asrepresented by block 1251. The pay line cards are then reordered asrepresented by block 1253. Path 1249 represents the path todetermination of whether there are winning groups. This is done bycomparing the pre-determined payoff list or schedule with the subsets ofsymbols assigned to the dealer and players.

Block 1257 indicates the game processor check to see if the dealersubset contains two wild cards. If not then path 1258 is followed and anew game round is initiated. If there are two dealer wild cards, thenpath 1259 is pursued and the dealer is assigned another symbol card atblock 1261. A similar analysis concerning the dealer's possibleassignment of a third wild card is represented at block 1263 withassociate process paths 1264 for a no answer and 1265 for a yes answer.If the answer is yes then the dealer draws a fourth symbol card at block1267. Block 1269 represents a comparison to see if the dealer subset hasbeen assigned four wild cards. Blocks 1277, 1273 and 1275 illustratepayoffs to all participating players if the dealer has received theindicated number of wild cards. Path 1280 proceeds from these dealerwinning group situations to the start of another round of play.

Methods according to the invention can include playing a live gameinvolving wagering by a plurality of live participants, said liveparticipants including at least one player and at least one dealer, saidparticipants being live persons who personally attend the game at a livegame location, comprising:

-   -   displaying a plurality of changeable participant display images        from at least one participant display;    -   processing data using at least one game processor to perform at        least the following functions:        -   providing game rules which at least partially administer            play of the card game;        -   defining a set of virtual symbols for use in playing the            game;        -   assigning virtual symbols from the set of virtual symbols to            the dealer and at least one player to provide assigned            participant symbol subsets thereto;        -   instructing the participant displays to display symbol            images indicating the virtual symbols assigned to the            participant symbol subsets;        -   comparing the participant symbol subsets to a pre-defined            payoff list which indicates whether an assigned participant            symbol subset is a winning group;    -   displaying participant symbols assigned to the participants        using the at least one participant display;    -   controlling play of the game using at least one dealer control        operated by the at least one dealer;    -   awarding payoffs to players who receive a winning symbol group.        ID

Methods according to the invention can further include recording gameaction to enable subsequent analysis or replay.

Methods according to the invention can further include reversing gameaction to delete the effects of one or more actions taken in playing thegame.

Methods according to the invention can additionally include sensingbetting chips.

Methods according to the invention can include displaying at least twovirtual symbols assigned to said at least one player in the participantsymbol subset;

-   -   providing said at least one player an opportunity to view said        at least two virtual symbols;    -   determining whether said at least one player has placed an        additional wager;    -   after said determining, displaying at least one additional        virtual symbol assigned to said at least one player.

Additional methods according to the invention can include displayingimages of the participant symbol subset assigned to said at least oneplayer;

providing said at least one player an opportunity to view said images ofthe participant symbol subset assigned to said at least one player;

determining whether said at least one player has placed a bonus symbolante;

providing a bonus symbol to the participant symbol subset for a playerwho has placed a bonus symbol ante;

redefining the participant symbol subset for a player who has placed abonus symbol ante if said bonus symbol provides an improved payoff.

Still further methods according to the invention can include comparingthe participant symbol subset of both said at least one player and saidat least one dealer.

Additional slot machine methods according to the invention can includemethods for playing a slot machine game involving wagering by at leastone participant, comprising:

displaying a plurality of changeable participant display images from atleast one participant display;

defining a set of virtual symbols for use in playing the game;

assigning virtual symbols from the set of virtual symbols to the atleast one participant to define an assigned participant symbol subset;

instructing the participant display to display symbol images indicatingthe virtual symbols assigned to the participant symbol subsets;

displaying images of the participant symbol subset assigned to said atleast one participant;

providing said at least one player an opportunity to view said images ofthe participant symbol subset assigned to said at least one participant;

determining whether said at least one participant has placed a bonussymbol ante;

providing a bonus symbol to the participant symbol subset for a playerwho has placed a bonus symbol ante;

comparing the participant symbol subsets to a pre-defined payoff listwhich indicates whether an assigned participant symbol subset is awinning group;

redefining the participant symbol subset for a participant who hasplaced a bonus symbol ante if said bonus symbol provides an improvedpayoff;

awarding payoffs to participants who receive a winning symbol group. Amethod for playing a slot machine game involving wagering by at leastone participant, comprising:

displaying a plurality of changeable participant display images from atleast one participant display;

defining a set of virtual symbols for use in playing the game;

assigning virtual symbols from the set of virtual symbols to the atleast one participant to define an assigned participant symbol subset;

instructing the participant display to display symbol images indicatingthe virtual symbols assigned to the participant symbol subsets;

displaying at least two virtual symbols assigned to said at least oneparticipant in the participant symbol subset;

providing said at least one participant with an opportunity to view saidat least two virtual symbols;

determining whether said at least one participant has placed anadditional wager;

after said determining, displaying at least one additional virtualsymbol assigned to said at least one participant.

comparing the participant symbol subsets to a pre-defined payoff listwhich indicates whether an assigned participant symbol subset is awinning group;

awarding payoffs to participants who receive a winning symbol group.

Additional aspects of the novel methods for playing a live game involvewagering by a plurality of live participants, said live participantsincluding at least one player and at least one dealer, said participantsbeing live persons who personally attend the game at a live gamelocation, comprising:

displaying a plurality of changeable participant display images from atleast one participant display;

defining a set of virtual symbols for use in playing the game;

assigning virtual symbols from the set of virtual symbols to the dealerand at least one player to provide assigned participant symbol subsetsthereto, at least one of the virtual symbols assigned being sharedbetween at least one dealer and at least one player;

instructing the participant displays to display symbol images indicatingthe virtual symbols assigned to the participant symbol subsets;

comparing the participant symbol subsets to a pre-defined payoff listwhich indicates whether an assigned participant symbol subset is awinning group;

displaying participant symbols assigned to the participants using the atleast one participant display;

controlling ploy of the game using at least one dealer control operatedby the at least one dealer;

awarding payoffs to players who receive a winning symbol group.

In compliance with the statute, the invention has been described inlanguage more or less specific as to structural and is methodicalfeatures. It is to be understood, however, that the invention is notlimited to the specific features shown and described, since the meansherein disclosed comprise preferred forms of putting the invention intoeffect. The invention is, therefore, claimed in any of its forms ormodifications within the proper scope of the appended claimsappropriately interpreted in accordance with the doctrine ofequivalents.

1. A system for playing a game involving wagering by at least one playerplaying with a dealer, said dealer and said at least one player beinglive persons forming a playing group of participants who attend andparticipate in the game about the system at a live game location,comprising: a plurality of virtual symbols defining a virtual symbolset, a plurality of said participants being assigned a plurality ofvirtual symbols during play of the game in the form of assignedparticipant symbol subsets; a plurality of participant displays whichprovide a plurality of changeable participant display images, theplurality of participant display images including virtual symbol imageswhich are displayed by the plurality of participant displays to indicatethe nature of the virtual symbols assigned to the participants duringplay of the game; at least one game processor for processing data toperform functions which include providing game rules which at leastpartially administer play of the game, assigning virtual symbols fromthe virtual symbol set to the participants, instructing the participantvideo displays to display virtual symbol images depending upon thevirtual symbols assigned to the participants, said plurality ofparticipant symbol subsets being compared against a predefined payofflist which indicates whether an assigned participant symbol subset is awinning group; at least one dealer control which is activated by thelive dealer to control action of the game; whereby said at least oneplayer may receive a payoff in response to a winning group beingassigned to the at least one player.
 2. A system according to claim 1wherein said live game location is within a single room.
 3. A systemaccording to claim 1 wherein said live game location is about a gamingtable.
 4. A system according to claim 1 wherein said live game locationis about a gaming table, and said plurality of participant displays iscontained within a presentation unit which is supported by said gamingtable.
 5. A system according to claim 1 wherein said at least one gameprocessor additionally performs the function of recording game actionfor the game being played to enable subsequent analysis or replay.
 6. Asystem according to claim 1 wherein said at least one dealer controlincludes a plurality of dealer controls.
 7. A system according to claim1 wherein said at least one dealer control includes a plurality ofdealer control sensors which are provided in a simulated dealing shoe.8. A system according to claim 1 wherein said at least one dealercontrol includes a plurality of dealer control sensors which areprovided in a simulated dealing shoe having at least one dealing shoedisplay for displaying visual images to the participants.
 9. A systemaccording to claim 1 and further comprising at least one chip sensor fordetecting betting chips placed by said at least one player.
 10. A systemaccording to claim 1 and further comprising at least one chip sensor fordetecting betting chips placed by said at least one player, said atleast one chip sensor being capable of reading the value of the bettingchips as a result of the betting chips including an electronicallyprogrammed identification circuit.
 11. A system according to claim 1wherein said at least one participant displays provide participantdisplay images which include information indicating potential payoff tosaid at least one player.
 12. A system according to claim 1 wherein thesystem includes a presentation unit which is a retrofit unit supportedupon an upper surface of a gaming table.
 13. A system according to claim1 and further comprising at least one participant identification readerfor reading identification of at least one participant.
 14. A systemaccording to claim 1 and further comprising at least one participantidentification reader for reading identification of at least oneparticipant using a sensor which detects biological information detectedfrom a body of the participant.
 15. A system according to claim 1wherein the dealer has a dealer display which is assigned symbols whichare assigned in common with said at least one player.
 16. A systemaccording to claim 1 and further comprising a bonus chip detector fordetecting placement of a bonus chip by said at least one player toselectively indicate the player would like to qualify for having a bonussymbol added to the 2 assigned participant symbol subset.
 17. A systemaccording to claim 1 and further comprising an additional wager chipdetector for detecting placement of an added wager chip by said at leastone player to selectively increase the amount being wagered.
 18. Asystem according to claim 1 and further comprising: a bonus chipdetector for detecting placement of a bonus chip by said at least oneplayer to selectively indicate the player would like to qualify forhaving a bonus symbol added to the assigned participant symbol subset;an additional wager chip detector for detecting placement of an addedwager chip by said at least one player to selectively increase theamount being wagered.
 19. A system according to claim 1 wherein the atleast one game processor is capable of being adjusted to vary thesymbols contained in the virtual symbol set whereby the odds forobtaining one or more of the winning groups is affected.
 20. A systemaccording to claim 1 wherein the payoff list includes both a playerpayoff list which has at least one winning group associated withparticipant symbol subsets assigned to said at least one player, and adealer payoff list which has at least one winning group associated withparticipant symbol subsets assigned to said dealer.
 21. A systemaccording to claim 1 wherein the payoff list includes both a playerpayoff list which has at least one winning group associated withparticipant symbol subsets assigned to said at least one player, and adealer payoff list which has at least one winning group associated withparticipant symbol subsets assigned to said dealer.
 22. A systemaccording to claim 1 wherein the payoff list includes both a playerpayoff list which has at least one winning group associated withparticipant symbol subsets assigned to said at least one player, and adealer payoff list which has at least one winning group associated withparticipant symbol subsets assigned to said dealer; and wherein awinning group associated with said dealer payoff list leads to payoffsto plural players.
 23. A slot machine system for playing a gameinvolving wagering by at least one player playing with a dealer, saiddealer and said at least one player being live persons forming a playinggroup of participants who attend and participate in the game about thesystem at a live game location, the system including slot symboldisplays that show images representative of virtual symbols assigned tothe dealer and said at least one player in the form of assignedparticipant symbol subsets, said assigned participant symbol subsetsincluding assigned virtual symbols which are shared in a commonassignment with at least one other participant.
 24. A slot machinesystem according to claim 23 wherein said assigned virtual symbols whichare shared in a common assignment, are shared in common with the dealer.25. A slot machine system according to claim 23 wherein said assignedvirtual symbols which are shared in a common assignment, are shared incommon with the dealer and another player.
 26. A slot machine systemaccording to claim 23 wherein said assigned virtual symbols which areshared in a common assignment, are shored in common with another player.27. A slot machine system according to claim 23 wherein said live gamelocation is about a gaming table, and said slot symbol displays arecontained within a presentation unit which is supported by said gamingtable.
 28. A slot machine system according to claim 23 and furthercomprising a game processor which performs a function of recording gameaction to enable subsequent analysis or replay.
 29. A slot machinesystem according to claim 23 and further comprising at least one dealercontrol which is activated by the live dealer to control action of thegame.
 30. A slot machine system according to claim 29 wherein said atleast one dealer control includes a plurality of dealer control sensorswhich are provided in a simulated dealing shoe having at least onedealing shoe display for displaying visual images to the participants.31. A slot machine system according to claim 23 and further comprisingat least one chip sensor for detecting betting chips placed by said atleast one player.
 32. A slot machine system according to claim 23 andfurther comprising at least one chip sensor for detecting betting chipsplaced by said at least one player; said at least one chip sensor beingcapable of reading the value of the betting chips as a result of thebetting chips including an electronically programmed identificationcircuit.
 33. A slot machine system according to claim 23 and furthercomprising a bonus chip detector for detecting placement of a bonus chipby said at least one player to selectively indicate the player wouldlike to receive a bonus symbol added to the assigned participant symbolsubset.
 34. A slot machine system according to claim 23 and furthercomprising a bonus chip detector for detecting placement of a bonus chipby said at least one player to selectively indicate the player wouldlike to receive a bonus symbol added to the assigned participant symbolsubset, said bonus symbol being shared in a common assignment with atleast one other participant.
 35. A slot machine system for playing agame involving wagering by a plurality of participants the systemincluding slot symbol displays that show images representative ofvirtual symbols assigned to said plurality of participants in the formof assigned participant symbol subsets, said assigned participant symbolsubsets including assigned virtual symbols which are shared in a commonassignment with at least one other participant.
 36. A slot machinesystem according to claim 35 wherein said assigned virtual symbols whichare shared in a common assignment, are shared in common with a dealer.37. A slot machine system according to claim 35 wherein said assignedvirtual symbols which are shared in a common assignment, are shared incommon with a player.
 38. A slot machine system according to claim 35wherein said live game location is about a gaming table, and said slotsymbol displays are contained within a presentation unit which issupported by said gaming table.
 39. A slot machine system according toclaim 35 and further comprising a game processor which performs afunction of recording game action to enable subsequent analysis orreplay.
 40. A slot machine system according to claim 35 and furthercomprising at least one dealer control which is activated by a livedealer to control action of the game.
 41. A slot machine systemaccording to claim 40 wherein said at least one dealer control includesa plurality of dealer control sensors which are provided in a simulateddealing shoe having at least one dealing shoe display for displayingvisual images to the participants.
 42. A slot machine system accordingto claim 35 and further comprising at least one chip sensor fordetecting betting chips placed by said at least one participant.
 43. Aslot machine system according to claim 35 and further comprising atleast one chip sensor for detecting betting chips placed by said atleast one participant; said at least one chip sensor being capable ofreading the value of the betting chips as a result of the betting chipsincluding an electronically programmed identification circuit.
 44. Aslot machine system according to claim 35 and further comprising a bonuschip detector for detecting placement of a bonus chip by said at leastone player to selectively indicate the player would like to receive abonus symbol added to the assigned participant symbol subset.
 45. A slotmachine system according to claim 35 and further comprising a bonus chipdetector for detecting placement of a bonus chip by said at least oneplayer to selectively indicate the player would like to receive a bonussymbol added to the assigned participant symbol subset, said bonussymbol being shored in a common assignment with at least one otherparticipant.
 46. A slot machine system for playing a game involvingwagering by at least one player, including slot symbol displays thatshow images representative of virtual symbols assigned to said at leastone player in the form of assigned participant symbol subsets, saidassigned participant symbol subsets including at least one virtualsymbol which is assigned to said at least one player on a selectivebasis dependent upon whether the at least one player has placed a bonussymbol ante.
 47. A slot machine system according to claim 46 whereinsaid assigned participant symbol subsets include assigned virtualsymbols which are shared in a common assignment with at least one otherparticipant.
 48. A slot machine system for playing a game involvingwagering by at least one player, including slot symbol displays thatshow images representative of at least three virtual symbols assigned tosaid at least one player in the form of assigned participant symbolsubsets, said at least three virtual symbols being assigned in at leasttwo stages to allow an additional wager to be placed prior to display ofremaining virtual symbols contained in the assigned participant symbolsubsets to the at least one player.
 49. A slot machine system accordingto claim 48 and further comprising an additional wager chip sensor fordetecting whether an additional wager has been placed.
 50. A system forplaying a game involving wagering by at least one player playing with adealer, said dealer and said at least one player being live personsforming a playing group of participants who attend and participate inthe game about the system at a live game location, comprising: aplurality of virtual symbols defining a virtual symbol set, a pluralityof said participants being assigned a plurality of virtual symbolsduring play of the game in the form of assigned participant symbolsubsets; a plurality of participant displays which provide a pluralityof changeable participant display images, the plurality of participantdisplay images including virtual symbol images which are displayed bythe plurality of participant displays; at least one game processor forprocessing data to perform functions which include providing game ruleswhich at least partially administer play of the game, assigning virtualsymbols from the virtual symbol set to the participants, instructing theparticipant video displays to display virtual symbol images dependingupon the virtual symbols assigned to the participants, at least onedealer control which is activated by the live dealer to control actionof the game; a presentation unit which mounts said plurality ofparticipant displays, said presentation unit having a changeablepresentation unit cover which can be replaced to change games for whichthe game system is being used; and wherein the at least one gameprocessor is capable of being reprogrammed to change games for which thegame system is being used.
 51. A system for playing a game involvingwagering by at least one player playing with a dealer, said dealer andsaid at least one player being live persons forming a playing group ofparticipants who attend and participate in the game about the system ata live game location, comprising: a plurality of participant displayswhich provide a plurality of changeable participant display images; atleast one game processor for processing data to perform functions whichinclude providing game rules which at least partially administer play ofthe game, and instructing the participant displays to display images; atleast one dealer control which is activated by the live dealer tocontrol action of the game; a presentation unit which mounts saidplurality of participant displays, said presentation unit having achangeable presentation unit cover which can be replaced to change gamesfor which the game system is being used; and wherein the at least onegame processor is capable of being reprogrammed to change games forwhich the game system is being used.
 52. A method for playing a livegame involving wagering by a plurality of live participants, said liveparticipants including at least one player and at least one dealer, saidparticipants being live persons who personally attend the game at a livegame location, comprising: displaying a plurality of changeableparticipant display images from at least one participant display;processing data using at least one game processor to perform at leastthe following functions: providing game rules which at least partiallyadminister play of the card game; defining a set of virtual symbols foruse in playing the game; assigning virtual symbols from the set ofvirtual symbols to the dealer and at least one player to provideassigned participant symbol subsets thereto; instructing the participantdisplays to display symbol images indicating the virtual symbolsassigned to the participant symbol subsets; comparing the participantsymbol subsets to a pre-defined payoff list which indicates whether anassigned participant symbol subset is a winning group; displayingparticipant symbols assigned to the participants using the at least oneparticipant display; controlling play of the game using at least onedealer control operated by the at least one dealer; awarding payoffs toplayers who receive a winning symbol group.
 53. A method according toclaim 52 and further including recording game action to enablesubsequent analysis or replay.
 54. A method according to claim 52 andfurther including reversing game action to delete the effects of one ormore actions taken in playing the game.
 55. A method according to claim52 and further including sensing betting chips.
 56. A method accordingto claim 52 and further including sensing betting chips for purposes ofindicating an additional wager.
 57. A method according to claim 52 andfurther including: displaying at least two virtual symbols assigned tosaid at least one player in the participant symbol subset; providingsaid at least one player an opportunity to view said at least twovirtual symbols; determining whether said at least one player has placedan additional wager; after said determining, displaying at least oneadditional virtual symbol assigned to said at least one player.
 58. Amethod according to claim 52 and further including: displaying images ofthe participant symbol subset assigned to said at least one player;providing said at least one player an opportunity to view said images ofthe participant symbol subset assigned to said at least one player;determining whether said at least one player has placed a bonus symbolante; providing a bonus symbol to the participant symbol subset for aplayer who has placed a bonus symbol ante; redefining the participantsymbol subset for a player who has placed a bonus symbol ante if saidbonus symbol provides an improved payoff.
 59. A method according toclaim 52 and further including sensing the value of chips placed by theplayers.
 60. A method according to claim 52 wherein said comparingincludes comparing the participant symbol subset of said at least oneplayer.
 61. A method according to claim 52 wherein said comparingincludes comparing the participant symbol subset of said at least onedealer.
 62. A method according to claim 52 wherein said comparingincludes comparing the participant symbol subset of said at least onedealer, and said awarding payoffs to players is supplemented by awardingall participating players an added payoff if the participant symbolsubset of said at least one dealer is a winning group.
 63. A methodaccording to claim 52 wherein said comparing includes comparing theparticipant symbol subset of both said at least one player and said atleast one dealer.
 64. A method for playing a slot machine game involvingwagering by at least one participant, comprising: displaying a pluralityof changeable participant display images from at least one participantdisplay; defining a set of virtual symbols for use in playing the game;assigning virtual symbols from the set of virtual symbols to the atleast one participant to define an assigned participant symbol subset;instructing the participant display to display symbol images indicatingthe virtual symbols assigned to the participant symbol subsets;displaying images of the participant symbol subset assigned to said atleast one participant; providing said at least one player an opportunityto view said images of the participant symbol subset assigned to said atleast one participant; determining whether said at least one participanthas placed a bonus symbol ante; providing a bonus symbol to theparticipant symbol subset for a player who has placed a bonus symbolante; comparing the participant symbol subsets to a pre-defined payofflist which indicates whether an assigned participant symbol subset is awinning group; redefining the participant symbol subset for aparticipant who has placed a bonus symbol ante if said bonus symbolprovides an improved payoff; awarding payoffs to participants whoreceive a winning symbol group.
 65. A method for playing a slot machinegame involving wagering by at least one participant, comprising:displaying a plurality of changeable participant display images from atleast one participant display; defining a set of virtual symbols for usein playing the game; assigning virtual symbols from the set of virtualsymbols to the at least one participant to define an assignedparticipant symbol subset; instructing the participant display todisplay symbol images indicating the virtual symbols assigned to theparticipant symbol subsets; displaying at least two virtual symbolsassigned to said at least one participant in the participant symbolsubset; providing said at least one participant with an opportunity toview said at least two virtual symbols; determining whether said atleast one participant has placed an additional wager; after saiddetermining, displaying at least one additional virtual symbol assignedto said at least one participant. comparing the participant symbolsubsets to a pre-defined payoff list which indicates whether an assignedparticipant symbol subset is a winning group; awarding payoffs toparticipants who receive a winning symbol group.
 66. A method forplaying a live game involving wagering by a plurality of liveparticipants, said live participants, including at least one player andat least one dealer, said participants being live persons who personallyattend the game at a live game location, comprising: displaying aplurality of changeable participant display images from at least oneparticipant display; defining a set of virtual symbols for use inplaying the game; assigning virtual symbols from the set of virtualsymbols to the dealer and at least one player to provide assignedparticipant symbol subsets thereto, at least one of the virtual symbolsassigned being shared between at least one dealer and at least oneplayer; instructing the participant displays to display symbol imagesindicating the virtual symbols assigned to the participant symbolsubsets; comparing the participant symbol subsets to a pre-definedpayoff list which indicates whether an assigned participant symbolsubset is a winning group; displaying participant symbols assigned tothe participants using the at least one participant display; controllingplay of the game using at least one dealer control operated by the atleast one dealer; awarding payoffs to players who receive a winningsymbol group.
 67. A system for plural casino gaming tables at whichwagering occurs by live participants, comprising: a plurality of gamingtables, said gaming tables having changeable participant displays fordisplaying game action to live participants playing upon at least one ofsaid plurality of gaming tables using virtual gaming symbols; aplurality of table processors which are used with the plurality ofgaming tables to perform data processing functions which at least partlyadminister table games being played upon said plurality of gamingtables; at least one central processor connected to said plurality oftable processors, said at least one central processor being in datacommunication with said plurality of table processors to performprocessing of data from the at least one table processors relating totable games being played at the plurality of gaming tables.
 68. A systemaccording to claim 67 wherein the at least one central processorperforms functions including at least analysis of said data from theplurality of table processors relating to table games being played atthe plurality of gaming tables to help identify cheating.
 69. A systemaccording to claim 67 wherein the at least one central processorperforms functions including shared processing of data from theplurality of table processors relating to table games being played atthe plurality of gaming tables.
 70. A system according to claim 67wherein the at least one central processor performs functions includingproviding a plurality of different available table games which may beplayed upon said plurality of gaming tables.
 71. A system according toclaim 67 wherein the at least one central processor performs functionsincluding accounting for participant accounts being used in connectionwith play of the table games at said plurality of gaming tables.
 72. Asystem according to claim 67 wherein the at least one central processorperforms functions including processing information from identificationcards used by participants at said plurality of gaming tables toidentify participant accounts associated therewith.
 73. A systemaccording to claim 67 wherein the at least one central processorperforms functions including processing information for identificationof participants at said plurality of gaming tables.
 74. A systemaccording to claim 67 wherein the at least one central processorperforms functions including processing information from biometricidentification sensors at the plurality of gaming tables used byparticipants to identify participant accounts associated therewith. 75.A system according to claim 67 wherein the at least one centralprocessor performs functions including providing changeable rules underwhich the table games are played.
 76. A system according to claim 67wherein the at least one central processor performs functions includingcollection of symbol and betting information data from the plurality oftable processors.
 77. A system according to claim 67 wherein theplurality of table processors are mounted beneath a playing surface uponsaid plurality of gaming tables.
 78. A system according to claim 67wherein the plurality of table processors are mounted beneath a playingsurface upon said plurality of gaming tables within locking enclosures.79. A system according to claim 67 wherein the plurality of tableprocessors includes dealing shoe processors.
 80. A system according toclaim 67 wherein the plurality of gaming tables include dealer controls.81. A system according to claim 67 wherein the plurality of gamingtables include at least one participant identification reader.
 82. Asystem according to claim 67 wherein the plurality of gaming tablesinclude betting chip detectors.
 83. A system according to claim 67wherein the plurality of gaming tables include betting chip detectorswhich read value associated with particular betting chips.
 84. A methodfor processing data from plural casino gaming tables at which wageringoccurs by live participants, comprising: providing a plurality of gamingtables having electronically changeable participant displays fordisplaying game action to live participants playing upon at least one ofsaid plurality of gaming tables using virtual gaming symbols; processingdata from the plurality of gaming tables at a plurality of tableprocessors associated with the plurality of gaming tables; providing atleast one central processor which is adopted to receive datacommunications from the plurality of table processors associated withthe plurality of gaming tables; communicating data between the pluralityof table processors and the at least one central processor.
 85. A methodaccording to claim 83 and further comprising analyzing data communicatedfrom the plurality of table processors to the at least one centralprocessor to help in preventing cheating.
 86. A method according toclaim 83 and further comprising processing data communicated from theplurality of table processors to the at least one central processor toassist in play of the table games.
 87. A method according to claim 83and further comprising providing data to the plural table processorswhich allows the plurality of table processors to play different tablegames.
 88. A method according to claim 83 and further comprisingprocessing data on the at least one central processor which is used toidentify participants.
 89. A method according to claim 83 and furthercomprising processing data on the at least one central processor whichis used to account for a participant playing at said plurality ofplaying tables.
 90. A method according to claim 83 and furthercomprising communicating data between the at least one central processorand at least one of said plurality of table processors which causeschange of the rules of a table game being played.
 91. A method accordingto claim 83 and further comprising collecting betting and symbolinformation from the plurality of table processors.
 92. A methodaccording to claim 83 and further comprising controlling play of a tablegame being played on at least one of said plurality of gaming tablesusing dealer controls.